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1.
ABSTRACT

This study sheds new light on the role of identity in virtual environments when virtual representation of self is in support of disabled individuals and the potential impact of their virtual identity on work opportunities. It is widely understood that individuals who live with disability often experience a lifetime of bullying, exclusion, marginalization and rejection. They often experience workplace bias and discrimination. Yet, when they can create an identity and experience embodiment in virtual environments, the results can be extraordinarily powerful – even life-changing. This research builds on nearly a decade of ethnographic research in 3D online immersive social virtual worlds; seven of those years working with disability communities to answer the following: RQ1: In a virtual world where one can choose any avatar form, how does that visual sense of self-representation influence one’s ability to gain access to a social network, to be a leader in that network, and to find work? RQ2: How does realism in representation influence work experiences in these digital worlds? The results reveal the importance of choice in online representation of avatars in creating work and online social engagement. Implications contribute to our understanding of visual bias in the workplace and how emerging virtual reality technologies may open new avenues for meaningful work and social interactions for people with disabilities.  相似文献   

2.
Abstract

Drawing on the work of Steve Benford, Gabriella Giannachi, Oliver Grau and Mark Hansen, this article explores the paradigms of mixed reality worlds in order to try to establish how aesthetic illusion is negotiated in the shift from a culture of representation in which art is formed by a fixed gaze and perspective which audiences interpret privately, to a culture of participation that offers audiences multiple opportunities for interaction with the work and each other. This analysis is important because it investigates the interfaces between real and virtual through an analysis of convergence culture and play. It will be argued that the work of Blast Theory and 1927 demonstrate how the development of digital and mobile technology has revived contemporary cultural interest in play as a dynamic that allows societies and communities to communicate and connect, evaluating their realities and imagining new ones, especially through a re-imagined positioning of the body. In this sense, play has become a practice strongly related to processes of social and cultural innovation.  相似文献   

3.
Video games are an enormous segment of popular media today, comparable to television and movies. Moreover, video games represent a new form of media distinguished from previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role‐playing video games through the feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role‐playing games (MMORPGs) in service as of early 2010 and twenty offline role‐playing games (RPGs) published over the past 10 years. The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non‐white racial appearance. Forcing an Anglo appearance on avatars that purport to represent the player has the potential to reinforce a sense of normative whiteness as well as shape the social composition of online worlds into all‐white virtual spaces, contributing to the creation of a virtual “white habitus.”  相似文献   

4.
This article discusses a sociocultural approach to processes of identity that has implications for how we understand learning and identity formation in education. Focusing on the socially constructed and culturally figured nature of language, tools, and interactions in learning contexts, this approach assists in the appreciation of how students navigate through and develop an understanding of themselves in different educational contexts. To this end, reference is made to Wortham's work on interactional positioning in narratives and the work of Holland and colleagues on figured worlds. Wortham provides the tools for a systematic analysis of how individuals construct their identities by positioning themselves in discursive interaction. Holland and colleagues alert us to the cultural shaping of such positioning in cultural worlds and the artifacts mediating identity formation. To explore the potential of combining these lenses, a case study is described involving a series of interviews with medical students about their self-perceptions in two contexts of clinical training. The case study highlights how different worlds and identities are formed in these educational contexts.  相似文献   

5.
In this paper the need of awareness for and even of change in the rules of how we conduct ourselves as researchers and participants in the virtual worlds of the internet is proposed. The focus of this paper is on the ethics for online research. Our aim is to reignite the discussion about the way the availability and consequent (mis)use of ‘social’ data, e.g. social network site profiles or newsgroup postings by researchers is about to necessitate a new definition of and fight for the right for a private sphere that each individual may claim in the public of the virtual worlds. We conclude with an approach on how to accomplish that.  相似文献   

6.
This article discusses the emergence of Habbo Hotel as a large‐scale virtual world and its changing versions through time. We consider how social events taking place within the hotel are conditioned by designed‐in symbolic resources and how, in turn, with creative processes of symbolization, novel social objects emerge out of particular interactions. We then discuss how the membership trajectories of hotel members are essential in understanding how these interactions are shaped and evolve. We also look at how the digital infrastructure and its evolution lends itself to being material for actualizing particular social worlds within the hotel and how the trajectory of the infrastructure reflects the relationship between the user and the developer communities of Habbo. Finally, we discuss why, to understand more fully what virtual worlds consist of at large, analysts should look into the mutually constitutive interactions among users, developers, and surrounding business models over longer periods of time in the constantly varying actualization of any given virtual world.  相似文献   

7.
This paper discusses emerging dilemmas in social work education and practice in the United Arab Emirates. Here social work education is primarily based on Westernized curricula; however localized cultural sensitivities require that some mainstream issues, particularly in relation to issues of abuse, are not engaged with. Nevertheless research findings show that social problems such as these are clearly present in UAE society. Therefore it is argued that what is required is an accountable, effective social work education that retains cultural congruity whilst empowering practitioners with the knowledge needed to engage with contemporary social problems. Finally, to contextualize the dichotomy between local culture and the wider community of Islam in relation to social work, some comparisons are drawn with other Muslim nations, specifically Malaysia.  相似文献   

8.
Religious Culture and Political Action   总被引:1,自引:0,他引:1  
Recent work by political sociologists and social movement theorists extend our understanding of how religious institutions contribute to expanding democracy, but nearly all analyze religious institutions as institutions; few focus directly on what religion qua religion might contribute. This article strives to illuminate the impact of religious culture per se, extending recent work on religion and democratic life by a small group of social movement scholars trained also in the sociology of religion. In examining religion's democratic impact, an explicitly cultural analysis inspired by the new approach to political culture developed by historical sociologists and cultural analysts of democracy is used to show the power of this approach and to provide a fuller theoretical account of how cultural dynamics shape political outcomes. The article examines religious institutions as generators of religious culture, presents a theoretical model of how religious cultural elements are incorporated into social movements and so shape their internal political cultures, and discusses how this in turn shapes their impact in the public realm. This model is then applied to a key site of democratic struggle: four efforts to promote social justice among low-income urban residents of the United States, including the most widespread such effort—faith-based community organizing.  相似文献   

9.
Contrary to views that young people with the label of autism are incapable of engaging in collective cultural practice, this article examines how they construct identities through social interactions to belong, compete, and participate. In a multi-sited ethnography of high school students with disabilities, we focused on two students as they move across contexts of school, debate team, and home. Over two years of interviews and participant observation, these students demonstrated nuanced efforts to distance themselves from the ‘autistic’ label. These acts of positioning illuminated how they negotiate identities with the knowledge their interactions shape how people perceive their participation in different contexts. By following them across informal and formal environments, we could see how they transition across multiple social worlds and appreciate the combined power these contexts have on youth identity.  相似文献   

10.
Recent years have seen a flowering of research and scholarship on cultural memory across the humanities and social sciences. Among the many facets of this work is a quest to extend and deepen understanding of how personal memory operates in the cultural sphere: its distinguishing features; how, where and when it is produced; how people make use of it in their daily lives; how personal or individual memory connects with shared, public forms of memory; and ultimately, how memory figures in, and even shapes, the social body and social worlds. Personal and family photographs figure importantly in cultural memory, and memory work with photographs offers a particularly productive route to understanding the social and cultural aspects of memory. Beginning with a study of one photograph, this article develops and interrogates a set of interlocking memory work methods for investigating the forms and everyday uses of ‘ordinary photography’ and how these figure in the production of memory.  相似文献   

11.
As an information and communication technology, the Internet has contributed to structural changes in social life. This technology has opened up new social spaces for people to communicate across time and space, explore interests and interactions, and form and maintain relationships. Gender is a social structure that matters, but how it matters online is a topic that has intrigued researchers for the last 20 years. Research in the area of online gender interactions is multidisciplinary and addresses a variety of online forums including discussion groups, chat, instant messaging, blogs, virtual worlds and social network sites. Patterns are identified in the literature and examples of gender fluidity, gender reproduction, and a blending of gender fluidity and reproduction are presented. This paper provides a framework for understanding the multidisciplinary research on this topic and discusses how changes in online demographics and recent developments in information and communication technologies, such as social network sites, present new forums in which to explore the role of gender in online interactions.  相似文献   

12.
ABSTRACT

The introduction of computerised virtual worlds in the early twenty-first century was considered to be an innovation that would be widely used in higher education. There are a number of examples of virtual worlds used for higher education in medicine, nursing, and allied health, including examples in social work. The aim of this article is to explore the potential value of virtual-world technology to enhance the student learning experience for social work education in interpersonal communication skills in a virtual health centre. Findings of a study of Australian undergraduate social work students who engaged in a role play in a virtual health centre for skill development in interpersonal communication are presented. The study findings highlight issues for social work educators to consider when deciding whether or not to use virtual-world technology in social work education, and when designing further research on similar innovations.  相似文献   

13.
When are identity dilemmas—when people possess identities that conflict with one another and both are potentially stigmatizing—most likely to occur? Are they the result of generic social processes? A review of some of the extant research on “identity work” suggests that historical “misalignments” of culture and stratification, which we refer to as “lag,” create the greatest potential for stigma and the reproduction of inequalities. Lag is exacerbated by complex, intersecting axes of hierarchy, and amplified as symbolic environments globalize and subcultures multiply. Articulating culture and structure reveals how power plays out in interaction, and highlights the omnipresence of struggles for treatment as “fully human.” We consider whether “alignment” is even possible when multiple dimensions of social location intertwine, compete, and collide. Following Schwalbe and Mason‐Schrock (1996), we argue that “subcultural” or collective identity work that brings new meanings into dominant cultural narratives may offer the greatest hope, but in the interim all coping strategies are costly.  相似文献   

14.
Sarah Pink 《Visual Studies》2013,28(3):240-252
In this article the author discusses the idea of ‘walking with video’ as a phenomenological research method that attends to sensorial elements of human experience and place‐making. As a simple method this means walking with and video‐recording research participants as they experience, tell and show their material, immaterial and social environments in personally, socially and culturally specific ways. Her aims are twofold. First, in relation to recent anthropological work on sensory experience and on walking, she articulates the theoretical and methodological basis for this idea; why is it that walking with another person should allow researchers to learn empathetically about their experiences? Second, in relation to established and recent work in visual anthropology, she discusses how the integration of video into this method can serve as a catalyst for creating ethnographic understandings of other people's experiences, and representing these experiences to a wider audience.  相似文献   

15.
The paper discusses how the power perspective has been considered and discussed in qualitative social studies on the use of mobile phones in practices at home, work and public places. Some themes relevant from the aspect of power negotiations were extrapolated from the reviewed literature: constant availability at home and work, and the mobile phone as a public status symbol in respect to its design and use in space, time, and social surroundings. The review also aims to show how social variables affecting the adoption and use of the mobile phone have so far been analyzed in research. The writers conclude that mobile phones have been interpreted to reproduce and renew traditional power hierarchies. Still, more nuanced research is needed to understand the micro‐mechanisms of power in the socio‐cultural contexts of the use of mobile phones.  相似文献   

16.
In this study, we examined how marriage and family therapists from various countries and diverse cultural backgrounds address the intersection of gender, power, and culture in therapy. Twenty participants from 15 countries responded to an Internet survey that included several hypothetical, clinical vignettes not associated with any one particular culture or nationality. Participants selected a vignette based on its similarity to clinical situations they face in practice within their cultural contexts, and provided information about their conceptualizations of gender, culture, and power, along with treatment recommendations. We analyzed data using analytic induction and constant comparison methods. Results indicate the careful balance with which the participants work to engage clients in therapy, respect cultural values and practices, and promote equitable gender relationships.  相似文献   

17.
This paper focuses first on the importance of establishing and maintaining social relationships in computer supported cooperative learning (CSCL) scenarios. Furthermore, scales to measure the degree of social relationship building in CSCL-environments (Kreijns, 2004) are introduced based on the concept on sociable CSCL environments. These scales shall measure how far it is possible to build social relationships based on virtual learning platforms. Kreijns’ work, i.e. his concept of ‘sociability’ of virtual learning environments, is compared to own research on group based learning in virtual seminars (Schmidtmann, 2005) and examined in a small empirical study.  相似文献   

18.
Virtual heritage environments provide researchers and the general public with a tool for exploring archaeological data in a dynamic and interactive fashion. This paper discusses recent attempts by the authors to construct a prototype three-dimensional interactive computer model of an Inuvialuit sod house based on archaeological, ethnohistoric and ethnographic data from the outer Mackenzie Delta area in Arctic Canada. Such computer models have the potential to provide significant insights into the design principles used in traditional Inuit architecture. They can also be integrated with three-dimensional scans of cultural artifacts and other recorded media to create an interactive virtual heritage environment. In addition to providing an armature for the collection of oral histories and traditional knowledge, these web-based virtual environments allow members of the general public to experience cultural sites in inaccessible areas like the Canadian Arctic. Virtual environments may also provide archaeologists with new insights into the role that human senses may have played in the design of small-scale dwellings. This paper will focus on how the computer model was constructed, and presents examples of how the model can be used both as a research and education tool.  相似文献   

19.
This paper explores the organisation of social interaction amongst participants ‘in’ Virtual Reality. Despite the wide‐ranging sociological interest in ‘virtual’ technologies, there is rather little detailed sociological investigation of user experiences of the virtual technology par excellence, namely multi‐user Virtual Reality. Interestingly the discourses that underpin discussions of more mundane virtual technologies (eg email, the Web, mobile phones, etc.) tend to draw on design visions for Virtual Reality, such as the opportunities for social life freed from the constraints of the physical body. This paper contributes to a growing number of empirical studies that provide a critique of this view, but maybe more importantly, provides a detailed analysis of action and interaction in virtual worlds. It considers the organisation of interaction within VR with particular emphasis on the ways in which visual features of the digital domain are seen and shared by participants. The paper describes the ways in which the abilities to share views on the virtual world requires participants to overcome problems associated with the very material character of the VR interfaces. The study is based on the analysis of recordings of a Virtual Reality system that enables participants to talk to one another and see one another's actions within a virtual environment.  相似文献   

20.
Virtual worlds are online graphical environments that are becoming an increasingly large part of the online experience of young people. Virtual worlds have the potential to become one additional environment, like school, home, and the playground, where youth can learn, play, and grow. The physical world is becoming interconnected with virtual worlds, and it is important for researchers to understand how this will affect children's development. Virtual worlds technologies provide a unique opportunity to allow youth to explore many types of content creation, including customizable avatars, media galleries, and virtual representations of personal spaces. This ability for youth to create content can be an important means by which to support and encourage adolescent identity development.  相似文献   

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