Framing Social Interaction in Shared Virtual Environments
Author: Ann-Sofie Axelsson
Publisher:
Published: 2004
Total Pages:
ISBN-13: 9789172914957
DOWNLOAD EBOOKRead and Download eBook Full
Author: Ann-Sofie Axelsson
Publisher:
Published: 2004
Total Pages:
ISBN-13: 9789172914957
DOWNLOAD EBOOKAuthor: Ralph Schroeder
Publisher: Oxford University Press
Published: 2010-11-04
Total Pages: 337
ISBN-13: 0199707782
DOWNLOAD EBOOKVirtual environments provide places for 'being there together', for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.
Author: Anders Persson
Publisher: Routledge
Published: 2018-07-20
Total Pages: 180
ISBN-13: 1317133536
DOWNLOAD EBOOKThis book is about Erving Goffman’s frame analysis as it, on the one hand, was presented in his 1974 book Frame Analysis and, on the other, was actually conducted in a number of preceding substantial analyses of different aspects of social interaction such as face-work, impression management, fun in games, behavior in public places and stigmatization. There was, in other words, a frame analytic continuity in Goffman’s work. In an article published after his death in 1982, Goffman also maintained that he throughout his career had been studying the same object: the interaction order. In this book, the author states that Goffman also applied an overarching perspective on social interaction: the dynamic relation between ritualization, vulnerability and working consensus. However, there were also cracks in Goffman ́s work and one is shown here with reference to the leading question in Frame Analysis – what is it that’s going on here? While framed on a "microsocial" level, that question ties in with "the interaction order" and frame analysis as a method. If, however, it is framed on a societal level, it mirrors metareflective and metasocial manifestations of changes and unrest in the interaction order that, in some ways, herald the emphasis on contingency, uncertainty and risk in later sociology. Through analyses of social media as a possible new interaction order – where frame disputes are frequent – and of interactional power, the applicability of Goffman’s frame analysis is illustrated. As such, this book will appeal to scholars and students of social theory, classical sociology and social interaction.
Author: Maria Spante
Publisher:
Published: 2009
Total Pages: 71
ISBN-13: 9789173852623
DOWNLOAD EBOOKAuthor: Ralph Schroeder
Publisher:
Published: 2002-01-10
Total Pages: 246
ISBN-13: 9781447102786
DOWNLOAD EBOOKVirtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.
Author: Maria Spante
Publisher:
Published: 2004
Total Pages: 50
ISBN-13:
DOWNLOAD EBOOKAuthor: Norman K. Denzin
Publisher: Emerald Group Publishing
Published: 2019-02-12
Total Pages: 391
ISBN-13: 1787695476
DOWNLOAD EBOOKThis volume brings together leading scholars in the area of symbolic interactionism to offer a broad discussion of issues including identity, dialogue and legitimacy.
Author: Ralph Schroeder
Publisher: Springer Science & Business Media
Published: 2006-07-08
Total Pages: 287
ISBN-13: 1402038984
DOWNLOAD EBOOKAvatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?
Author: Ralph Schroeder
Publisher: Springer Science & Business Media
Published: 2012-12-06
Total Pages: 239
ISBN-13: 1447102770
DOWNLOAD EBOOKVirtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.
Author: Kiran Lakkaraju
Publisher: Cambridge University Press
Published: 2018-07-05
Total Pages: 433
ISBN-13: 110712882X
DOWNLOAD EBOOKThis cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.