4 research outputs found

    Fruits of Gregory Bateson’s epistemological crisis: embodied mind-making and interactive experience in research and professional praxis

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    Background: The espoused rationale for this special issue, situated “at the margins of cybernetics,” was to revisit and extend the common genealogy of cybernetics and communication studies. Two possible topics garnered our attention: 1) the history of intellectual adventurers whose work has appropriated cybernetic concepts; and 2) the remediation of cybernetic metaphors. Analysis: A heuristic for engaging in ïŹrst- and second-order R&D praxis, the design of which was informed by co-research with pastoralists (1989–1993) and the authors’ engagements with the scholarship of Bateson and Maturana, was employed and adapted as a reïŹ‚exive in-quiry framework.Conclusion and implications: This inquiry challenges the mainstream desire for change and the belief in getting the communication right in order to achieve change. The authors argue this view is based on an epistemological error that continues to produce the very problems it intends to diminish, and thus we live a fundamental error in epistemology, false ontology, and misplaced practice. The authors offer instead conceptual and praxis possibilities for triggering new co-evolutionary trajectories

    Disabilities and Virtual Worlds: An Exploration into the Experience of Learning about Self and Other

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    Research Problem: Virtual worlds like Second Life are shared 3D graphical places where people interact with each other and the environment through customizable embodied self-representations called avatars. Due to the recent nature of this research environment, the literature encompassing avatar identity, disability and learning in virtual worlds is limited. Thus, the purpose of this study is to explore experiences of people with physical disabilities learning about self and other in virtual worlds. Research Questions: 1) How do people with physical disabilities experience learning about self and other in virtual worlds? 2) What do they learn? Literature Review: Virtual worlds’ constructs and historical developments contextualize the research environment. Definitions and typologies of selfhood and virtual identity explore the connection between person and avatar. Medical, social theory and capabilities models of disability are described, and accessibility, issues of virtual embodiment and disability in virtual worlds are explored. Methodology: Conducted in virtual worlds and involving in-depth interviewing of three residents of Second Life who experience physical disabilities, this study follows a qualitative phenomenological approach with descriptive and interpretative analyses within and between participants. Results and Conclusions: Self-avatar and avatar-avatar interactions lead to participants experiencing learning about themselves, their roles, and coping with disability. Participants expressed that Second Life is freedom and that with the right knowledge and tools disabilities can be overcome. Implications include shifts in perceptions of disability in technological contexts and potential uses of virtual worlds for self-exploration. The findings are limited to this study; future research should explore their generalizability

    Designing cybersystemically for symviability

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