5,023 research outputs found

    Toward Auto-netnography in Consumer Studies

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    The purpose of this paper is to offer an argument for a wider acceptance and adoption of online auto-ethnography - or auto-netnography as an alternative social media research method to online ethnography - or netnography - when undertaking consumer research. As an online research method, netnographies have attracted increasing attention from researchers in various inter-disciplinary studies during recent years but the method is still not considered mainstream. Whilst the proliferation of online communities using various social media platforms is increasingly supporting consumers when making product/service choices, the adoption of netnographies appears to leave room for an extension towards the consideration by consumer researchers of how auto-netnography could highlight these researchers' own personal experiences in online communities. Auto-netnography allows the researcher to capture their own online experiences as a consumer would through social observation, reflexive note taking, and other forms of data. Contemporary technology can also provide a more innovative approach with artificial intelligence offering an alternative dimension. We contend there is a need for consumer researchers - both academic and practitioner - to further reflect on and discuss the deployment of auto-netnography in order to contribute to further exploration of online communities through the qualitative lens

    Spectators’ aesthetic experiences of sound and movement in dance performance

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    In this paper we present a study of spectators’ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performers’ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performers’ breathing had a significant impact on spectators’ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences

    Co-presence Communities: Using pervasive computing to support weak social networks

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    Although the strongest social relationships feature most prominently in our lives, we also maintain a multitude of much weaker connections: the distant colleagues that we share a coffee with in the afternoon; the waitress at a our regular sandwich bar; or the ‘familiar stranger’ we meet each morning on the way to work. These are all examples of weak relationships which have a strong spatial-temporal component but with few support systems available. This paper explores the idea of ‘Co-presence Communities’ - a probabilistic definition of groups that are regularly collocated together - and how they might be used to support weak social networks. An algorithm is presented for mining the Copresence Community definitions from data collected by Bluetooth-enabled mobile phones. Finally, an example application is introduced which utilises these communities for disseminating information

    Designing for self-transcendent experiences in virtual reality

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    This thesis contributes to Psychology and Human-Computer Interaction (HCI) research with a focus on the design of immersive experiences that support self-transcendence. Self-transcendence is defined as a decrease in a sense of self and a increase in unity with the world. It can change what individuals know and value, their perspective on the world and life, evolving them as a grown person. Consequently, self-transcendence is gaining attention in Psychology, Philosophy, and Neuroscience. But, we are still far from understanding the complex phenomenological and neurocognitive aspects of self-transcendence, as well as its implications for individual growth and psychological well-being. In reviewing the methods for studying self-transcendence, we found differing conceptual models determine different ways for understanding and studying self-transcendence. Understanding self-transcendence is made especially challenging because of its ineffable qualities and extraordinary conditions in which it takes place. For that reason, researchers have began to look at technological solutions for both eliciting self-transcendence to better study it under controlled and replicable conditions as well as giving people greater access to the experience. We reviewed immersive, interactive technologies that aim to support positive experiences such as self-transcendence and extracted a set of design considerations that were prevalent across experiences. We then explored two different focuses of self-transcendence: awe and lucid dreaming. First, we took an existing VR experience designed specifically to support the self-transcendent experience of awe and looked at how the mindset and physical setting surrounding that VR experience might better support the experience of and accommodation of awe. Second, we delved deep into lucid dreaming to better understand the aspects that could help inform the design of an immersive experience that supports self-transcendence. We put those design ideas into practice by developing a neurofeedback system that aims to support lucid dreaming practices in an immersive experience. Through these review papers and design explorations, we contribute to the understanding of how one might design and evaluate immersive technological experiences that support varieties of self-transcendence. We hope to inspire more work in this area that holds promise in better understanding human nature and living our best lives

    Activity River: Visualizing Planned and Logged Personal Activities for Reflection

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    We present Activity River, a personal visualization tool which enables individuals to plan, log, and reflect on their self-defined activities. We are interested in supporting this type of reflective practice as prior work has shown that reflection can help people plan and manage their time effectively. Hence, we designed Activity River based on five design goals (visualize historical and contextual data, facilitate comparison of goals and achievements, engage viewers with delightful visuals, support authorship, and enable flexible planning and logging) which we distilled from the Information Visualization and Human-Computer Interaction literature. To explore our approach's strengths and limitations, we conducted a qualitative study of Activity River using a role-playing method. Through this qualitative exploration, we illustrate how our participants envisioned using our visualization to perform dynamic and continuous reflection on their activities. We observed that they were able to assess their progress towards their plans and adapt to unforeseen circumstances using our tool.Comment: 9 pages, 6 figures, AVI '20, September 28-October 2, 2020, Salerno, Italy 2020 Association for Computing Machiner
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