68,706 research outputs found

    Systemic inquiry as a form of qualitative Inquiry

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    The triple bind of narration: Fritz Schütze’s biographical interview in prison research and beyond

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    In this article we re-evaluate Fritz Schütze’s biographical interview method with its orientation towards the analysis of social problems experienced by the individual. We used Schütze’s method in a study of repeat offenders in a Polish prison, and on the basis of this experience we believe that we make two contributions – one to social science enquiry in general, and one to prison sociology. We argue that in social science research this method offers unique insights into the process of identity formation. These insights are made possible because of the ‘triple bind of narration’ inherent in Schütze’s method, that is to say the requirement to close, the requirement to condense and the requirement to provide detail. In relation to prison research we argue that Schütze’s method has rehabilitation value in making the interviewee/narrator re-evaluate their life through biography work. We also offer practical advice on how to conduct such interviews

    Evaluating Engagement in Digital Narratives from Facial Data

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    Engagement researchers indicate that the engagement level of people in a narrative has an influence on people's subsequent story-related attitudes and beliefs, which helps psychologists understand people's social behaviours and personal experience. With the arrival of multimedia, the digital narrative combines multimedia features (e.g. varying images, music and voiceover) with traditional storytelling. Research on digital narratives has been widely used in helping students gain problem-solving and presentation skills as well as supporting child psychologists investigating children's social understanding such as family/peer relationships through completing their digital narratives. However, there is little study on the effect of multimedia features in digital narratives on the engagement level of people. This research focuses on measuring the levels of engagement of people in digital narratives and specifically on understanding the media effect of digital narratives on people's engagement levels. Measurement tools are developed and validated through analyses of facial data from different age groups (children and young adults) in watching stories with different media features of digital narratives. Data sources used in this research include a questionnaire with Smileyometer scale and the observation of each participant's facial behaviours

    Listening and remembering: networked off-line improvisation for four commuters

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    This paper analyses the experience of the networked off-line improvisation 'Listening and Remembering', a performance for four commuters using voices and sounds from the Mexico City and Paris metros. It addresses the question: how can an act of collective remembering, inspired by listening to metro soundscapes, lead to the creation of networked voice- and sound-based narratives about the urban commuting experience? The networked experience is seen here from the structural perspective (telematic setting), the sonic underground context, the ethnographic process that led to the performance, the narratives that are created in the electro-acoustic setting, the shared acoustic environments that those creations suggest, and the technical features and participants' responses that prevent or facilitate interaction. Emphasis is placed on the participants' status as non-performers, and on their familiarity with the sonic environment, as a context that allows the participation of non-musicians in the making of music through telematically shared interfaces, using soundscape and real-time voice. Participants re-enact their routine experience through a dialogical relation- ship with the sounds, the other participants, themselves, and the experience of sharing: a collective memory

    Enhanced reality live role playing

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    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games

    Emergent Landscape: Urban Shadow Space, Illuminated

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    This study defines a new approach to the transformation of unmaintained land within cities, or urban shadow space. Although urban shadow space can offer a place of free expression for the community and spontaneous vegetative growth within a city, it is often dismissed as blighted land by public authority. This study maximizes existing opportunities of these spaces, illuminating a realm of the city that is currently dark to the public eye. A proposed set of guidelines is utilized in the creation of three alternative designs that illustrate the emergent landscape, a sensitively designed, evolving landscape that encourages user interaction with the site. These guidelines and the results of their application are intended to assist design professionals who wish to move beyond the typical “clean and green” strategy currently employed by many municipalities to embrace a site’s existing characteristics

    DocuDrama

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    This paper presents an approach combining concepts of virtual storytelling with cooperative processes. We will describe why storytelling is relevant in cooperation support applications. We will outline how storytelling concepts provide a new quality for groupware applications. Different prototypes illustrate a combination of a groupware application with various storytelling components in a Theatre of Work

    The Many Lives — and Faces — of Lex Mercatoria: History as Genealogy in International Business Law

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    It has been claimed that cross-border business transactions are governed by a transnational body of norms specific to international trade, generally known as lex mercatoria, the law merchant. This legal phenomenon is in fact often described as the new lex mercatoria, as distinguished from the ancient law merchant, which purportedly flourished in medieval and early modern Europe. Here, Hatzimihail discusses about lex mercatoria, which has been variously described by its advocates as a set of general principles and customary rules spontaneously referred to or elaborated in the framework of international trade

    Narrative comprehension and production in children with SLI: An eye movement study

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    This study investigates narrative comprehension and production in children with specific language impairment (SLI). Twelve children with SLI (mean age 5; 8 years) and 12 typically developing children (mean age 5; 6 years) participated in an eye-tracking experiment designed to investigate online narrative comprehension and production in Catalan- and Spanish-speaking children with SLI. The comprehension task involved the recording of eye movements during the visual exploration of successive scenes in a story, while listening to the associated narrative. With regard to production, the children were asked to retell the story, while once again looking at the scenes, as their eye movements were monitored. During narrative production, children with SLI look at the most semantically relevant areas of the scenes fewer times than their age-matched controls, but no differences were found in narrative comprehension. Moreover, the analyses of speech productions revealed that children with SLI retained less information and made more semantic and syntactic errors during retelling. Implications for theories that characterize SLI are discussed
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