33 research outputs found
'When I click "ok" I become Sassy – I become a girl.' Young people and gender identity: Subverting the ‘body’ in massively multi-player online role-playing games
This article is available open access through the publisher’s website through the link below. Copyright @ 2012 Taylor & Francis.This article explores young people's practices in the virtual spaces of online gaming communities. Based on a five-year ethnographic study of virtual worlds, it considers how young people construct and maintain identities within virtual social systems. In particular, the article discusses digital gender practices and considers the potential that these games offer for their young users to engage in alternate gender identities. We argue that these digital spaces offer spaces for the imagination and can enhance agency and, potentially, resistance. However, digital identity is simultaneously no ‘liberated space’ and it incorporates norms and practices that often mirror those of the material world. We argue that this ‘porosity’ is an important tool through which young people come to understand gender identity
The effect of patient observation on cranial computed tomography rates in children with minor head trauma
BackgroundManagement of children with minor blunt head trauma often includes a period of observation to determine the need for cranial computed tomography (CT). Our objective was to estimate the effect of planned observation on CT use for each Pediatric Emergency Care Applied Research Network (PECARN) traumatic brain injury (TBI) risk group among children with minor head trauma.MethodsThis was a secondary analysis of a prospective observational study at 10 emergency departments (EDs) in Australia and New Zealand, including 18,471 children 24 hours for head trauma, or hospitalization for ≥ 2 nights in association with a positive cranial CT scan. We estimated the odds of cranial CT use with planned observation, adjusting for patient characteristics, PECARN TBI risk group, history of seizure, time from injury, and hospital clustering, using a generalized linear model with mixed effects.ResultsThe cranial CT rate in the total cohort was 8.6%, and 0.8% had ciTBI. The planned observation group had 4,945 (27%) children compared to 13,526 (73%) in the no planned observation group. Cranial CT use was significantly lower with planned observation (adjusted odds ratio [OR] = 0.2, 95% confidence interval [CI] = 0.1 to 0.1), with no difference in missed ciTBI rates. There was no difference in the odds of cranial CT use with planned observation for the group at very low risk for ciTBI (adjusted OR = 0.9, 95% CI = 0.5 to 1.4). Planned observation was associated with significantly lower cranial CT use in patients at intermediate risk (adjusted OR = 0.2, 95% CI = 0.2 to 0.3) and high risk (adjusted OR = 0.1, 95% CI = 0.0 to 0.1) for ciTBI.ConclusionsEven in a setting with low overall cranial CT rates in children with minor head trauma, planned observation was associated with decreased cranial CT use. This strategy can be safely implemented on selected patients in the PECARN intermediate‐ and higher‐risk groups for ciTBI
The Big Five and Visualisations of Team Work Activity
Abstract. We have created a set of novel visualisations of group activity: they mirror activity of individuals and their interactions, based upon readily available authentic data. We evaluated these visualisations in the context of a semester long software development project course. We give a theoretical analysis our visualisations ’ design using the framework from the “Big 5 ” theory of team work as well as a qualitative study of the visualizations and the student’s reflective reports. We conclude that these visualizations provide a powerful and valuable mirroring role with potential, when well used, to help groups learn to improve their effectiveness.
‘I’ve Never Clicked this Much with Anyone in My Life’: Trust and Hyperpersonal Communication in Online Friendships
Community-Building with Web-Based Systems ? Investigating a Hybrid Community of Students
Supporting Engagement and Floor Control in Hybrid Meetings
Remote participants in hybrid meetings often have problems to follow what is going on in the (physical) meeting room they are connected with. This paper describes a videoconferencing system for participation in hybrid meetings. The system has been developed as a research vehicle to see how technology based on automatic real-time recognition of conversational behavior in meetings can be used to improve engagement and floor control by remote participants. The system uses modules for online speech recognition, real-time visual focus of attention as well as a module that signals who is being addressed by the speaker. A built-in keyword spotter allows an automatic meeting assistant to call the remote participant’s attention when a topic of interest is raised, pointing at the transcription of the fragment to help him catch-up