3,039 research outputs found

    An examination of the verbal behaviour of intergroup discrimination

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    This thesis examined relationships between psychological flexibility, psychological inflexibility, prejudicial attitudes, and dehumanization across three cross-sectional studies with an additional proposed experimental study. Psychological flexibility refers to mindful attention to the present moment, willing acceptance of private experiences, and engaging in behaviours congruent with one’s freely chosen values. Inflexibility, on the other hand, indicates a tendency to suppress unwanted thoughts and emotions, entanglement with one’s thoughts, and rigid behavioural patterns. Study 1 found limited correlations between inflexibility and sexism, racism, homonegativity, and dehumanization. Study 2 demonstrated more consistent positive associations between inflexibility and prejudice. And Study 3 controlled for right-wing authoritarianism and social dominance orientation, finding inflexibility predicted hostile sexism and racism beyond these factors. While showing some relationships, particularly with sexism and racism, psychological inflexibility did not consistently correlate with varied prejudices across studies. The proposed randomized controlled trial aims to evaluate an Acceptance and Commitment Therapy intervention to reduce sexism through enhanced psychological flexibility. Overall, findings provide mixed support for the utility of flexibility-based skills in addressing complex societal prejudices. Research should continue examining flexibility integrated with socio-cultural approaches to promote equity

    Posthuman Creative Styling can a creative writer’s style of writing be described as procedural?

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    This thesis is about creative styling — the styling a creative writer might use to make their writing unique. It addresses the question as to whether such styling can be described as procedural. Creative styling is part of the technique a creative writer uses when writing. It is how they make the text more ‘lively’ by use of tips and tricks they have either learned or discovered. In essence these are rules, ones the writer accrues over time by their practice. The thesis argues that the use and invention of these rules can be set as procedures. and so describe creative styling as procedural. The thesis follows from questioning why it is that machines or algorithms have, so far, been incapable of producing creative writing which has value. Machine-written novels do not abound on the bookshelves and writing styled by computers is, on the whole, dull in comparison to human-crafted literature. It came about by thinking how it would be possible to reach a point where writing by people and procedural writing are considered to have equal value. For this reason the thesis is set in a posthuman context, where the differences between machines and people are erased. The thesis uses practice to inform an original conceptual space model, based on quality dimensions and dynamic-inter operation of spaces. This model gives an example of the procedures which a posthuman creative writer uses when engaged in creative styling. It suggests an original formulation for the conceptual blending of conceptual spaces, based on the casting of qualities from one space to another. In support of and informing its arguments are ninety-nine examples of creative writing practice which show the procedures by which style has been applied, created and assessed. It provides a route forward for further joint research into both computational and human-coded creative writing

    Introduction to Psychology

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    Introduction to Psychology is a modified version of Psychology 2e - OpenStax

    The Individual And Their World

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    Sensing Collectives: Aesthetic and Political Practices Intertwined

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    Are aesthetics and politics really two different things? The book takes a new look at how they intertwine, by turning from theory to practice. Case studies trace how sensory experiences are created and how collective interests are shaped. They investigate how aesthetics and politics are entangled, both in building and disrupting collective orders, in governance and innovation. This ranges from populist rallies and artistic activism over alternative lifestyles and consumer culture to corporate PR and governmental policies. Authors are academics and artists. The result is a new mapping of the intermingling and co-constitution of aesthetics and politics in engagements with collective orders

    “It’s not a vacation, it’s your life”. Privileged identities, ageing experiences, and migration projects of British retirees on the coasts of Spain

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    [eng] This doctoral thesis investigates identity, ageing, and migration through an intersectional approach to retirement and later life migration from the UK to Spain. Through an in-depth exploration of the experiences of British expatriate retirees in Costa del Sol, Andalusia, and Costa Brava, Catalonia, Spain, the thesis analyzes the generation of experiences between privilege, vulnerability, and precarity, and its contingent effects on the construction of these identity processes. The trend of British retirees moving to Spain has a long-standing history and has been studied in Anthropology, Gerontology, migration studies, and more. Yet, in the period between 2019 and 2020, when this research took place, the confluence of Brexit and the COVID-19 pandemic reinvigorated the field of study. Said geopolitical and sociosanitary shifts put the experiences and identities of British expatriate retirees in question; altering the material foundations upon which their privileged migration life projects were constructed. Like this, creating a unique context where privilege and uncertainty meet in the crux of intersecting experiences of migration and ageing. Through the latter, the thesis contributes to anthropological debates on the contextualized construction of identities between the self and society; on Global North ageing discourses and its’ effects on later life identity projects; and questions the use of migration categories on the ground. Since identity, ageing and migration are polysemic concepts that have mutated over time with their subsequent analytical repercussions, this thesis adopts an intersectional lens that recognizes and develops the debates these terms are involved in, as well as captures the everyday connections between micro experiences and macro structures that evidence relationships of power and the perpetuation of inequalities. This involves the study of labels and their adjacent prejudices and stigmas, exposing how these travel from one sociocultural context to another, while also exploring how feelings of belonging are built abroad. By examining through the seemingly privileged retirement migration experiences of informants, this doctoral thesis exposes the intricacies between privilege, vulnerability, dependence, and precarity through the minutiae of the quotidian, contributing to wider empirical and conceptual debates regarding identity, ageing, and migration.[spa] Esta tesis doctoral investiga la identidad, el envejecimiento y la migración a través de un enfoque interseccional de la gerontomigración y la migración en etapas vitales tardías des del Reino Unido a España. Al explorar en profundidad las experiencias de jubilados expatriados británicos en la Costa del Sol y la Costa Brava, España, esta tesis analiza la generación de experiencias entre el privilegio, la vulnerabilidad, y la precariedad, y sus efectos contingentes sobre la construcción de estos procesos identitarios. El fenómeno de jubilados británicos que migran a España tiene una larga historia y se ha estudiado en antropología, gerontología, estudios de migración y más. No obstante, en el período entre 2019 y 2020 cuando se llevó a cabo esta investigación, la confluencia del Brexit y la pandemia de COVID-19 revitalizó el campo de estudio. Dichos cambios geopolíticos y sociosanitarios cuestionan las experiencias e identidades de los jubilados expatriados británicos; alterando los cimientos materiales sobre los que se construyeron sus privilegiados proyectos de vida migratoria. Así, creando un contexto único donde el privilegio y la incertidumbre se encuentran en la intersección de experiencias migratorias y de envejecimiento. A través de esto último, la tesis contribuye a debates antropológicos sobre la construcción contextualizada de identidades entre el yo y la sociedad; sobre los discursos acerca del envejecimiento del Norte Global y sus efectos en los proyectos identitarios en la vejez; y cuestiona los usos de las categorías migratorias tradicionales sobre el terreno. Dado que la identidad, el envejecimiento y la migración son conceptos polisémicos que han mutado a lo largo del tiempo, con sus subsecuentes repercusiones analíticas, esta investigación adopta una aproximación interseccional que reconoce y desarrolla los debates en los que están involucrados estos términos, y, asimismo, también capturando las conexiones entre las micro experiencias y las macroestructuras que evidencian las relaciones de poder y la perpetuación de desigualdades. Esto implica el estudio de etiquetas y sus prejuicios y estigmas adyacentes, apuntando cómo éstos transitan de un contexto sociocultural a otro, además de explorar cómo se construyen los sentimientos de pertenencia en el extranjero. Al examinar las experiencias migratorias de jubilación aparentemente privilegiadas de los informantes, esta tesis doctoral expone las complejidades entre el privilegio, la vulnerabilidad, la dependencia y la precariedad a través de las minucias de lo cotidiano. Así contribuyendo a debates empíricos y conceptuales más amplios en torno a la identidad, el envejecimiento y la migración

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    A learning spectrum: an examination of early years pedagogies

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    As early childhood education policy in England directs pedagogy away from play-based approaches towards formal methods, questions about the most appropriate and effective pedagogies to use with young children have arisen. Often the debate focuses on fully child-initiated play or adult-directed lessons. However, reflecting the varying needs of children, early years pedagogy is more diverse than following one of two approaches. This research examines the range of methods used to support learning in a Reception classroom. Applying a sociocultural lens, this thesis applies Rogoff’s (1990; 1993; 1995) ‘planes of analysis’ to explore how Reception-aged children learn in school. Woven throughout this thesis, these planes identify the learning roles children adopt in different contexts. From this, the types of learning observed in the data are categorised to highlight the dynamic nature of teaching and learning. Over six months, a class of Reception children were filmed in different learning situations. The films were shown to the children and used as a stimulus to discuss the content. Data collection and analysis focused on how the children learned, interacted with one another, used adult support and applied previous learning when different pedagogical approaches were applied. Data presentation uses text discussion, excerpts of dialogue and photo stills. Highlighting the complexity of teaching and learning, the data show that adults frequently adapt methods depending on the children’s needs and interests. Much of the observed teaching and learning was neither wholly child-initiated nor adult-directed. What this study refers to as the ‘in-between pedagogies’ were the most frequently used and effective pedagogies in this Reception classroom. Furthermore, demonstrating the importance of sociocultural practices to motivate children and make learning meaningful to them, the data highlight the inseparability of the pedagogical and social aspects of teaching and learning

    An Honest Joker reveals stereotypical beliefs about the face of deception

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    Research on deception detection has mainly focused on Simple Deception, in which false information is presented as true. Relatively few studies have examined Sophisticated Deception, in which true information is presented as false. Because Sophisticated Deception incentivizes the appearance of dishonesty, it provides a window onto stereotypical beliefs about cues to deception. Here, we adapted the popular Joker Game to elicit spontaneous facial expressions under Simple Deception, Sophisticated Deception, and Plain Truth conditions, comparing facial behaviors in static, dynamic nonspeaking, and dynamic speaking presentations. Facial behaviors were analysed via machine learning using the Facial Action Coding System. Facial activations were more intense and longer lasting in the Sophisticated Deception condition than in the Simple Deception and Plain Truth conditions. More facial action units intensified in the static condition than in the dynamic speaking condition. Simple Deception involved leaked facial behaviors of which deceivers were unaware. In contrast, Sophisticated Deception involved deliberately leaked facial cues, including stereotypical cues to lying (e.g., gaze aversion). These stereotypes were inaccurate in the sense that they diverged from cues in the Simple Deception condition—the actual appearance of deception in this task. Our findings show that different modes of deception can be distinguished via facial action analysis. They also show that stereotypical beliefs concerning cues to deception can inform behavior. To facilitate future research on these topics, the multimodal stimuli developed in this study are available free for scientific use
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