12 research outputs found

    The Role of Chronemic Agency in the Processing of a Multitude of Mediated Conversation Threads

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    Hundreds of messages and conversations stream daily into our communication media and devices. How do we manage this influx without missing urgent messages? In this study we provide initial evidence that this is achieved by closely monitoring only a small number of media-”those media where users expect time sensitive messages to arrive. We describe this heightened attention to a medium as assigning the medium high chronemic agency , and characterize chronemic agency through extensive interviews of eighteen American undergraduate students. Our findings reveal how chronemic agency is involved in communication norms associated with urgency. Furthermore, they demonstrate the dynamic nature of chronemic agency, and its role in managing responsiveness and in dealing with communication overload. We conclude with a discussion of the shifting nature of the synchronicity of mediated conversation

    Examining The Use Of Spirituality As A Form Of Social Support In Computer-Mediated Communication

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    Social Information Processing Theory (Walther, 1992) suggests that individuals can develop and sustain relationships in online contexts even with limited cues present. With more individuals using computer-mediated communication (CMC) for relational processes, there is an increased need for examination of how communication is used with fewer cues present. Due to its contributions to holistic health, spirituality is a dimension of support which also necessitates increased examination as well. The present study examines how CMC can be used for the relational purposes of spiritual and social support in online communities. Messages from two separate online bereavement communities were analyzed to discover themes for how social and spiritual support messages are used in an online bereavement context. Findings from the results suggest that spiritual support is a unique form of social support and can be found in CMC, regardless of the context. Spiritual support is used to share spiritual narratives, blessings, awareness, and prayers with others for the purpose of comfort and encouragement. The relationship to other types of support is also discussed, with results indicating that spiritual support is often shared as information

    Journal of Communication Pedagogy, Complete Volume 4, 2021

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    This is the complete volume 4 of the Journal of Communication Pedagogy

    Click-Enter-Send: The Relationship Experiences of People Who are Blind or Visually Impaired in Text-Based Workspaces

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    Companies have increasingly turned to text-based communications to recruit, hire, and manage a distributed remote workforce. For people who are blind or visually impaired, this movement presents both challenges and opportunities for attaining and retaining employment. Does the potential isolation of telework have a negative effect on workplace relationships for people who are blind or visually impaired? Does participation in text-based workspaces mitigate stereotypes and stigmatization experienced by people with visible disabilities? Using a constructivist grounded theory framework, this study explored how people who are blind or visually impaired experience relationships in text-based workspaces. Building and maintaining social connections and networks is critical for employment success, so understanding the factors at play in text-based workplace communications is key. Interviews with 18 blind or visually impaired professionals revealed a number of ways individuals connected with colleagues, cultivated professional identity, and built extended networks. This happened despite challenges from technologies and organizational processes that failed to account for employees who are visually impaired. This investigation resulted in the development of an emergent theory and a model that can advance policies and practices for employers and for employment training and support programs. This dissertation is available in open access at AURA (https://aura.antioch.edu/) and OhioLINK ETD Center (https://etd.ohiolink.edu/)

    Everything You Never Wanted to Know about Trolls:An Interdisplinary Exploration of the Who's, What's, and Why's of Trolling in Online Games

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    Summary Within the world of online gaming, trolling has become a regular menace. While gamers try to connect and socialize with one another, or even simply play the game, there are other gamers – trolls – on the prowl for an entirely different kind of good time, one in which they are enjoying themselves at the expense of everyone else (Chapters 2 and 3). Although trolling is common, and mass-media has latched onto it as a hot topic, it is only recently that the academic community has begun to take a serious look at how trolling occurs in and affects the gaming community at large. However, a lot of this literature is either descriptive in nature (see Thacker & Griffiths, 2012), or jumps ahead to prevention (see Cheng et al., 2017) without taking a deeper look at more than a single underlying motivation at a time. In short, there is a complex and prolific phenomenon happening online, but the research on it is only emerging. This dissertation’s goal is to take a deeper look at trolling as a phenomenon, beyond what has been done so far. More specifically, I aim to figure out a) what trolling is, b) why people do it, and c) who helps and who hinders trolling in online games. To do this, I took four different perspectives: the troll’s (Chapter 2), the researcher’s (Chapter 3), the victim’s (Chapter 4), and the bystander’s (Chapter 5). The purpose of Chapter 2 is to give the troll’s perspective on trolling, something that researchers had yet to do at the time. To do this, I interviewed 22 people who said that they had a history of trolling in online games. More specifically, I asked them about times they witnessed, were victims of, or perpetrated trolling, as well as what they thought about how the gaming community dealt with and felt about trolls and trolling. My goal with these interviews was threefold: I wanted to figure out a) what trolls consider trolling, b) what motivates them to do it, and c) the role of everyone else in game when it comes to encouraging or discouraging more trolling. What I found was that although trolling was almost universally considered a negative part of online gaming culture, and all the trolls in our group of participants started as victims of trolls before becoming trolls themselves, the online community neither encourages nor discourages it, making it an asocial activity. The next chapter allowed me to look at an archive of trolling incidents to find patterns in the way that different people involved in real-life trolling incidents communicate with one another. This public online archive consisted of 10,000 reported incidents of trolling in the popular online game League of Legends, and it included game data like player statistics, as well as everything all the players involved said during the game. Once the data was properly cleaned and prepared, myself and my co-author, Dr. Rianne Conijn, analysed the chat logs in two different ways: structural topic modelling (STM), and a traditional dictionary-based content analysis. In this way, we were able to see what characterized all the different actors – the troll, their victim(s), and the bystanders – and what was similar when it came to their messages. All this information was then compared to what existed already in literature used to describe trolls and trolling and complement what I had learned about trolls from Chapter 2. The key finding was that trolls and their teammates actually share a lot of the negative speech patterns (e.g., profanity, negative emotional content) normally associated with only trolls. Practically, this means that we have to be extremely careful as researchers when labelling trolls for the purpose of study, as we could very easily be falsely labelling victims. After speaking to trolls and looking at trolling interactions broadly, Chapter 4 focuses intently on the victim and their personal experience in a trolling simulation, taking into account their cultural background and values. It is also the first study to directly compare and contrast two different types of trolling: verbal (flaming) and behavioural (ostracism). They are both really common online occurrences, so the participants could easily relate, but they are extremely different in how they are executed, with flaming being vicious insults and ostracism being totally ignoring a person. Our participants were either Dutch, Pakistani, or Taiwanese, so that we could also look at how people from vastly different cultural backgrounds would react to – behaviourally and emotionally – the different kinds of trolling in the study. We simulated a trolling experience by putting our participants in a virtual game of catch with two computerized co-players, who they were led to believe were real people of either the same nationality or a minority member (e.g., a Moroccan immigrant in the Netherlands), who I had programmed to either troll them or silently watch the trolling happen. We found that there are indeed cultural differences when it comes to reactions, as well as differences between reactions to the two trolling types, but the core take-away is that future trolling interventions have to take into account the cultures of the target population as well as the specific type of trolling they are trying to fix or prevent in order to be effective. In the penultimate chapter, I shift the focus one last time to bystanders by putting participants in a game of League of Legends with two confederates who would troll one another throughout the game. This study’s goal was to see what motivated gamers to report trolls to an authority figure (the game developer) using the game’s built-in reporting functions, as the results of Chapter 2’s study suggested that this was an effective trolling deterrent. It is also, according to the results of the same study, the least-used recourse by bystanders faced with trolls in the proverbial wild. We found that how warm and friendly the troll was perceived to be and how competent the victim was perceived to be were what determined whether the participant reported our fake troll or not. A more competent victim and a less warm troll lead to more reports. To conclude, there is still a lot more to learn about trolls and trolling, but the field is farther along now than when this project started in 2015. There is a broad definition developed that encompasses most of the descriptive literature on trolling in games thus far. We also now know that there is the indication of a trolling cycle that requires further exploration. This is particularly important to know when it comes to the world of game development, as knowing the cycle exists allows for multiple points of intervention in order to protect their customers. Finally, this dissertation has shown the complexity of not just trolls – who are often portrayed in the media as one-dimensional antagonists – but also of everyone else involved in trolling interactions. Trolls, victims, and bystanders are all multi-faceted humans, and trolling, like all interactions, is an intricate social dance that deserves to be studied in even further depth in the future than what I have done here

    Art Museum Docent Coordinators’ Perceptions: A Difficult Kind of Balancing Act

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    With visitors numbering in the millions, museums provide numerous entry points for attendees to engage with the objects in their care, including offering tours of their collections. Looking specifically at art museums, many institutions utilize volunteers to facilitate these guided looking experiences. Considerable research within the field of museum education focuses on the qualities of effective touring and methods and theories to support these endeavors. However, there is a lack of research focusing on the docent coordinators who oversee these volunteer guides. This study utilizes interpretive phenomenological analysis to explore perceptions of encyclopedic art museum docent coordinators concerning their preparation and support for teaching and managing volunteer gallery guides/docents. Findings from this study suggest a complex lifeworld with multiple stakeholder expectations impacting seven docent coordinators’ understandings of their professional identity, relationships, and abilities. Participants described numerous balancing acts, including bridging the pedagogical and the art historical, theory and practice, visitor needs and VGG/Ds needs, and the personal and the professional. At times, this balancing act created considerable stress, whether from relationship dynamics or anxiety over volunteer gallery guide/docent insensitivity as docent coordinators advanced inclusive practices in the art museum. Results offer suggestions for future research and the Museological, Pedagogical, Content Knowledge model (M-PCK), which illustrates museum educators\u27 domains of knowledge

    Communicating in a Multi-Role, Multi- Device, Multi-Channel World: How Knowledge Workers Manage Work- Home Boundaries

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    Technology keeps us connected through multiple devices, on several communication channels, and with our many daily roles. Being able to better manage one’s availability and thus have more control over work-home boundaries can potentially reduce interferences and ultimately stress. However, little is known about the practical implications of communication technologies and their role in boundary and availability management. Taking a bottom-up approach, we conducted four exploratory qualitative studies to understand how current communication technologies support and challenge work-home boundaries for knowledge workers. First, we compared email practices across accounts and devices, finding differences based on professional and personal preferences. Secondly, with wearables such as smartwatches becoming more popular, findings from our autoethnography and interview study show how device ecologies can be used to moderate notifications and one’s sense of availability. Thirdly, moving beyond just email to include multiple communication channels, our diary study and focus group showed how awareness and availability are managed and interpreted differently between senders and receivers. Together, these studies portray how current communication technologies challenge boundary management and how users rely on strategies – that we define as microboundaries – to mitigate boundary cross-overs, boundary interruptions, and expectations of availability. Finally, to understand the extent to which microboundaries can be useful boundary management strategies, we took a multiple-case study approach to evaluate how they are used over time and found that, although context-dependent, microboundaries help increase participants’ boundary control and reduce stress. This thesis’ primary contribution is a taxonomy of microboundary strategies that deepens our current understanding of boundary management in the digital age. By feeling in control, users experience fewer unwanted boundary cross-overs and ultimately feel less stressed. This work leads to our secondary contribution to individual and organisational practice. Finally, we draw a set of implications for the design of interactions and cross-device experiences

    Manga Vision

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    Manga Vision examines cultural and communicative aspects of Japanese comics, drawing together scholars from Japan, Australia and Europe working in areas as diverse as cultural studies, linguistics, education, music, art, anthropology, and translation, to explore the influence of manga in Japan and worldwide via translation, OEL manga and fan engagement. This volume includes a mix of theoretical, methodological, empirical and professional practice-based chapters, examining manga from both academic and artistic perspectives. Manga Vision also provides the reader with a multimedia experience, featuring original artwork by Australian manga artist Queenie Chan, cosplay photographs, and an online supplement offering musical compositions inspired by manga, and downloadable manga-related teaching resources

    The Ontology of the Venetian Halo in its Italian Context

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    This thesis aims to reposition the halo’s status within an artwork through arguing a reassessment of its activity 'as a sign' rather than acceptance of its passivity. This active state is further explored and expanded by a heuristic application of semiotic theory to interrogate its fluctuation between sign/non-sign and its oscillation between a seemingly real status and behaviour juxtaposed with its very consciously artificial “manifestation”. A variety of halo shapes are considered, together with texture contained in and on its surface, and this has revealed the Venetian and Venetan artistic innovation of “glass” and “silk” haloes, through artists’ utilisation of contemporaneous industrial practices and their application to halo appearance. Additionally, extant architectural vocabulary is translated and reformulated into internal halo motifs by Venetian and Venetan artists, further enhancing the halo’s somatic characteristics, contextualized by examination of halo representation in various media in Florence, Rome and Siena, and a consideration of haloes within other, mainly Italian, centres. Additionally, the fugitive and transient qualities of the nimbus are noted, with its mimesis of the dying corporeal body in its fading insubstantiality, a further factor in its inexorably reductive form as increasing realism in art challenges its ontological traits. Textual characters contained within the halo body are also examined in their many forms and languages and their contribution to an intertextual function espoused by the ideologeme. An adjunct to this function is the halo’s propagandist role presented by artists. It will be demonstrated how all these different strands of interpretation are imbricated in the changing theological, political and societal landscape, encapsulated within the halo

    Manga Vision

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    Manga Vision examines cultural and communicative aspects of Japanese comics, drawing together scholars from Japan, Australia and Europe working in areas as diverse as cultural studies, linguistics, education, music, art, anthropology, and translation, to explore the influence of manga in Japan and worldwide via translation, OEL manga and fan engagement. This volume includes a mix of theoretical, methodological, empirical and professional practice-based chapters, examining manga from both academic and artistic perspectives. Manga Vision also provides the reader with a multimedia experience, featuring original artwork by Australian manga artist Queenie Chan, cosplay photographs, and an online supplement offering musical compositions inspired by manga, and downloadable manga-related teaching resources
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