62,237 research outputs found

    This thinking lacks a language: Heidegger and Gadamer's question of being

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    Martin Heidegger's preparation of the question of human existence was the focus of his seminal work Being and Time, first published in 1927. This paper refers to Heidegger's phenomenological work through Heidegger's colleague and friend Hans-Georg Gadamer to focus on how Heidegger prepares the question of Being and the problem of language in his later work. In his conversation with the Japanese scholar professor Tezuka, the meaning of language in the west appears to restrict an understanding of Being by conceptualising it ad infinitum. To the Japanese the simple term "what is" appears to be closer to Being because it does not attempt to conceptualise it. Therefore, Heidegger, Gadamer and Tezuka's discussion about ontology concludes that language does get in the way of understanding Being

    Mindful Stitch: Generating dialogue in and around the threads of wellbeing

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    This article investigates wellbeing and mindfulness within contemporary art and craft practice, exploring initial introductions by Jon Kabat-Zinn of mindfulness practices into modern westernised medicine as a group or independent outlet. 21st Century sociological observations suggest we are infected by the ‘Hurry Virus’ (Kickbusch, 2012). Studies into mindfulness practices through established services such as the NHS and Arts and Minds show how crafts can be used as a tool for slowing down pace of making/doing, influencing overall wellbeing. Mindful Stitch is a community derived workshop exploring hand embroidery as a mindful practice, using methods of social inclusion and outrospective empathy. Independent mindful craft practitioners, Kathryn Vercillo and Tara Jon Manning, show the benefits of mindfulness knit and crochet practices. Mindful Stitch addresses the gap in the research regarding hand embroidery as a mindful craft practice, catering for a wide audience, additionally welcomed to the 2013 conference The Subversive Stitch: Revisited, at the Victoria and Albert Museum, London

    Cultures in Community Question Answering

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    CQA services are collaborative platforms where users ask and answer questions. We investigate the influence of national culture on people's online questioning and answering behavior. For this, we analyzed a sample of 200 thousand users in Yahoo Answers from 67 countries. We measure empirically a set of cultural metrics defined in Geert Hofstede's cultural dimensions and Robert Levine's Pace of Life and show that behavioral cultural differences exist in community question answering platforms. We find that national cultures differ in Yahoo Answers along a number of dimensions such as temporal predictability of activities, contribution-related behavioral patterns, privacy concerns, and power inequality.Comment: Published in the proceedings of the 26th ACM Conference on Hypertext and Social Media (HT'15

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    How the agent’s gender influence users’ evaluation of a QA system

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    In this paper we present the results of a pilot study investigating the effects of agents’ gender-ambiguous vs. gender-marked look on the perceived interaction quality of a multimodal question answering system. Eight test subjects interacted with three system agents, each having a feminine, masculine or gender-ambiguous look. The subjects were told each agent was representing a differently configured system. In fact, they were interacting with the same system. In the end, the subjects filled in an evaluation questionnaire and participated in an in-depth qualitative interview. The results showed that the user evaluation seemed to be influenced by the agent’s gender look: the system represented by the feminine agent achieved on average the highest evaluation scores. On the other hand, the system represented by the gender-ambiguous agent was systematically lower rated. This outcome might be relevant for an appropriate agent look, especially since many designers tend to develop gender-ambiguous characters for interactive interfaces to match various users’ preferences. However, additional empirical evidence is needed in the future to confirm our findings

    Enhancing the potential of design conferences

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    A study of six international design conferences was carried out in 2002, to review opportunities for improving inter and intra-disciplinary knowledge dissemination. A metacognitive perspective (Flavell, 1979) was adopted for the consideration of individual differences and their affect upon delivery and reception of information. A participative observational method was used by the investigator, as a presenter and audience member at all six conferences. This investigation reviewed conference organisation, venue facilities, presentation format, delivery, and audience comments. The investigator’s presentations were all delivered using the same format, which aimed to facilitate ease of contextualisation and retention of information. It was concluded that there are a number of quality improvements that can be adopted in the short and mediumterm, by organisers, presenters and audience members

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed

    Patient-based mobile alerting systems- requirements and expectations

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    Patients with chronic conditions are not well supported by technical systems in managing their conditions. However, such systems could help patients to self-reliantly comply with their treatment. This help could be rendered in the form of alerting patients about condition-relevant issues, transmitting relevant parameters to healthcare providers and analysing these parameters according to guidelines specified by both patients and healthcare staff. If necessary, this analysis of condition parameters triggers the alerting of patients and healthcare providers about actions to be taken. In this paper, we present the results of a survey we have undertaken to verify and extend requirements we have identified for the design of a Mobile Alerting System for patients with chronic conditions. First of all, the results show that a Mobile Alerting System is desired by patients. Moreover, due to the inter- and intra-user variance of patients and healthcare staff, the system has to work in a context-aware manner and allow for personalised parameters in order to be adaptable to every user’s needs

    Playing 'Tetris' reduces the strength, frequency and vividness of naturally occurring cravings.

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    Elaborated Intrusion Theory (EI) postulates that imagery is central to craving, therefore a visually based task should decrease craving and craving imagery. This study provides the first laboratory test of this hypothesis in naturally occurring, rather than artificially induced, cravings. Participants reported if they were experiencing a craving and rated the strength, vividness and intrusiveness of their craving. They then either played 'Tetris' or they waited for a computer program to load (they were told it would load, but it was designed not to). Before task completion, craving scores between conditions did not differ; after, however, participants who had played 'Tetris' had significantly lower craving and less vivid craving imagery. The findings support EI theory, showing that a visuospatial working memory load reduces naturally occurring cravings, and that Tetris might be a useful task for tackling cravings outside the laboratory. Methodologically, the findings show that craving can be studied in the laboratory without using craving induction procedures

    Playing 'Tetris' reduces the strength, frequency and vividness of naturally occurring cravings.

    Get PDF
    Elaborated Intrusion Theory (EI) postulates that imagery is central to craving, therefore a visually based task should decrease craving and craving imagery. This study provides the first laboratory test of this hypothesis in naturally occurring, rather than artificially induced, cravings. Participants reported if they were experiencing a craving and rated the strength, vividness and intrusiveness of their craving. They then either played 'Tetris' or they waited for a computer program to load (they were told it would load, but it was designed not to). Before task completion, craving scores between conditions did not differ; after, however, participants who had played 'Tetris' had significantly lower craving and less vivid craving imagery. The findings support EI theory, showing that a visuospatial working memory load reduces naturally occurring cravings, and that Tetris might be a useful task for tackling cravings outside the laboratory. Methodologically, the findings show that craving can be studied in the laboratory without using craving induction procedures
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