35 research outputs found
Direktiivis-komissiivisia vuorovaikutustoimintoja videopelikeskusteluissa
Tiivistelmä. Tutkin pro gradu -tutkielmassani direktiivis-komissiivisia vuorovaikutustoimintoja neljän äidinkielenään suomea puhuvan informantin keskusteluissa, joita he käyvät PlayerUnknown’s Battlegrounds -nimisen selviytymisvideopelin pelaamisen aikana. Peilaan analyysiani Elizabeth Couper-Kuhlenin (2014) vuorovaikutustoimintojen jaotteluun, jossa keskiössä on tulevaisuuden toiminnan toimeenpanijan ja tulevaisuuden toiminnasta hyötyjän selvittäminen. Oleellista tutkimukseni toteutustavassa on se, että pelaajat eivät näe milloinkaan toisiaan keskusteluiden aikana, joten heidän vuorovaikutuksensa nojaa täysin mikrofonien välityksellä toteutettuun puhekommunikaatioon. Tällaista täysin vastaavalla tavalla toteutettua tutkimusta ei videopelikeskusteluista ole tehty.
Aineistoni on kerätty syksyllä 2018 siten, että yksi pelaajista on tallentanut pelikuvaa, -ääntä ja pelaajien keskustelua videotiedostoiksi. Videoaineistoa on yhteensä 10 tuntia 17 minuuttia. Aineisto on säilöttynä kokonaisuudessaan Oulun yliopiston Kikosa-kokoelmaan. Olen käynyt aineistoa läpi siten, että olen keskittynyt kohtiin, joissa direktiivis-komissiivisia vuorovaikutustoimintoja on selvästi havaittavissa. Olen sitten litteroinut tutkimuksen kannalta hedelmällisiä kohtia ja analysoinut ne keskustelunanalyyttisesti. Analyysissani keskityn todistamaan Couper-Kuhlenin (2014) toimija–hyötyjä-jaottelun avulla, mikä vuorovaikutustoiminto kulloinkin on kyseessä. Samalla testaan jatkuvasti Couper-Kuhlenin (2014) teoriaa omaa aineistoani vasten.
Olen toteuttanut tutkimuksen aineistovetoisesti, ja analyysini on kvalitatiivista. Tutkimuskysymykseni on “Mitä erilaisia direktiivis-komissiivisia vuorovaikutustoimintoja videopelikeskusteluissa on havaittavissa?”. Couper-Kuhlenin (2014) toimija–hyötyjä-jako toimii yleisesti hyvin myös omaan aineistooni, joskin olen tutkimukseni tulosten perusteella tarkastellut sitä myös paikoin kriittisesti. Läpi aineistoni neljä keskeisintä direktiivis-komissiivista vuorovaikutustoimintoa ovat tarjous, pyyntö, ehdotus ja ohjeistus.
Tutkimustulosten kannalta merkittävää on myös havainto siitä, että videopelikeskusteluissa ei välttämättä tulevaisuuden toiminnan hyötyä kyetä aukottomasti osoittamaan. Joissakin tapauksissa voidaan ajatella pelaajan ajavan koko joukkueen etua, mutta toisissa tapauksissa taas voidaan myös argumentoida sen puolesta, että pelaaja pyrkisi hyötymään tilanteesta itse. Tämän vuoksi esimerkiksi pyyntö ei toteudu välttämättä pyynnön esittäjän hyödyksi, vaikka Couper-Kuhlen (2014) näin väittääkin.
Tutkimukseni avaa niin sanotusti peliä vuorovaikutuslingvistisessä tutkimuskentässä videopelikeskustelujen analyysille. Pidän äärimmäisen tärkeänä nyky-yhteiskunnassa videopeleistä tehtävää tutkimusta jo pelkästään siksi, että pelien harrastajamäärät kasvavat jatkuvasti. Humanistisia tieteitä kiinnostaa ihmisten toiminta, joten tutkimus täytyy viedä sinne, missä ihmiset viettävät aikaa 2020-luvulla — eli virtuaalisiin vuorovaikutusympäristöihin.Directive-commissive actions in video game conversations. Abstract. In this Master’s thesis, I study directive-commissive actions in video game conversations. Four Finnish-speaking informants communicated with each other using microphones while they played PlayerUnknown’s Battlegrounds together. I test Elizabeth Couper-Kuhlen’s (2014) theory of actions, in which she asks who will commit the future action and who will benefit from it. The key point in my study is that the informants cannot see each other because they are not sharing a physical space. Instead, they play online and communicate solely with their voice. In linguistics, there are currently no other studies about directive-commissive actions conducted in the exact same way as this thesis.
The data for my study was collected in Autumn 2018. One of the informants played the aforementioned game and recorded his point of view and the conversations in video files. The recorded data totals 10 hours and 17 minutes and is stored in the Kikosa Collection at the University of Oulu. I have analyzed the data with a focus on the parts containing clearly visible directive-commissive actions. I have then transcribed the most interesting parts and analyzed them more thoroughly using conversation analysis. In my analysis, I focus on proving Couper-Kuhlen’s (2014) model, where the following two questions are asked: “Who will carry out the future action?” and “Who will benefit from it?” Using this method, I identify the directive-commissive actions visible in the transcripts. At the same time, I attempt to provide a critique of Couper-Kuhlen’s (2014) theory by comparing it to my data.
The research was conducted with a focus on the data, and my analysis is qualitative. My research question is: “What different types of directive-commissive actions are there to notice in video game conversations?” While Couper-Kuhlen’s (2014) model works well for the most part, I have also pointed out a couple of inconsistencies at some points. The four most important directive-commissive actions in my study are Offer, Request, Proposal and Advice-giving.
The results show that in video game conversations, it might not always be possible to pinpoint the beneficiary of the executed future action. In some cases, one could argue that a player execute their actions for the benefit of the whole team. On the other hand, a player could also only have their own benefit in mind. Thus, for example, a Request might not end up benefitting a player, despite it being so in Couper-Kuhlen’s (2014) model.
This study works as a first step towards further analysis of video game conversations in interactional linguistics. I believe this kind of study to be extremely important in our society, not only due to the large and increasing number of players in different types of video games, but also because the field of humanities has always involved an interest in human actions and interactions. Therefore, research needs to be where people spend much of their time in the 2020s — in virtual and interactive settings, that is
Ei nyt kerkiä oikee ennää loottailee:koodinvaihtoa videopelitilanteissa
Tiivistelmä. Tarkastelen kandidaatintutkielmassani neljän äidinkielenään suomea puhuvan henkilön välistä kielenkäyttöä Player Unknown’s Battlegrounds -videopeliä pelattaessa. Tutkimukseeni osallistuneet pelaajat pelasivat peliä Xbox One -pelikonsoleilla internetin välityksellä syksyllä 2018.
Tarkoituksenani on ollut selvittää, minkälaista sanastoa tutkimuksessani tarkasteltavaa videopeliä pelaavat pelaajat käyttävät ja onko pelitilanteiden luonteella osuutta koodinvaihdon aktivoitumiseen heidän puheessaan.
Koodinvaihtoa videopelitilanteissa on tutkittu aiemmin siten, että tutkittavat pelaajat ovat olleet samassa fyysisessä tilassa, ja heidän välistä vuorovaikutustaan on nauhoitettu äänittämisen lisäksi videoimalla. Tässä tutkielmassa osallistujat pelaavat internetin välityksellä eri paikkakunnilta käsin, ja heidän keskinäinen kommunikaationsa perustuu pelkkään auditiiviseen viestintään eli keskusteluun kuulokemikrofonien välityksellä. Koska tarkoituksenani ei ollut tutkia esimerkiksi eleitä tai sanatonta vuorovaikutusta, tällainen lähestymistapa sopii mielestäni paremmin kielen ja keskustelun tutkimukseen.
Aineistoa on kerätty tutkimustani varten yhteensä 616 minuuttia tallentamalla yhden pelaajan näyttökuvaa ja kaikkien neljän pelaajan välistä puhekommunikaatiota. Olen poiminut kokonaisaineistosta viisi koodinvaihdon kannalta keskeistä kohtaa tarkempaa analyysia varten, jotka olen litteroinut osaksi tutkimuksen analyysilukua. Olen liittänyt tutkimukseeni havainnollistavia kuvakaappauksia pelitilanteista, jotka auttavat lukijaa ymmärtämään pelin luonteen lisäksi pelaajien kommunikaatiota. Aineisto on säilötty Oulun yliopiston KIKOSA-kokoelmaan
Päädyin tutkielmassani siihen tulokseen, että videopelitilanteiden luonne, kuten esimerkiksi hektisyys tai stressaavuus, ei ole ratkaisevassa asemassa koodinvaihdon aktivoitumisessa. Koodinvaihto pelitilanteissa on mielestäni pelaajayhteisön omaksumaa käsitteellistä sanastoa, jota pelaajat käyttävät sellaisenaan sen sijaan, että he alkaisivat suomentamaan englanninkielisiä sanoja puheessaan.Abstract. In this bachelor thesis I have studied both language and communication of four Finnish-speaking participants. The study has been made by recording their speech and dialogue, while they were playing Player Unknown’s Battlegrounds online on Xbox One. The players participated in my study in autumn 2018.
My main goal was to find out what kind of vocabulary had been used by the players playing the video game and whether the nature of the game situation contributed to the activation of the codeswitching in their speech.
Codeswitching in video gaming has been researched earlier by recording players interacting with each other in a same physical place. The focus in these studies has been on the interaction of the players that have shared the same physical space. In the previous studies, also the non-verbal communication was considered as a part of the analysis. However, in my thesis, I argue that the best way to study language and communication between the players is to focus directly to the dialogue. Therefore, I have focused only in auditive communication of the players in order to get more accurate linguistic results.
For this study, the are in total 616 minutes of communication material collected, consisting of both recorded video of one player’s screen and voice communication of all four players. I have also attached several screenshots to help readers to comprehend the game and the communication process. The material is currently stored in KIKOSA collection (University of Oulu) and can be used in the future studies.
My conclusion is that the nature of gaming situations, such as hecticness or stressfulness, does not directly affect into the activation of code switching. Instead, the codeswitching vocabulary consists of words that have been adapted by the players as a part of their communication
Human Computer Interaction Opportunities in Hand Tracking and Finger Recognition in Ship Engine Room VR Training
The research conducted for this paper is an extension of the continuous efforts at the Turku University of applied Sciences to optimize the Maritime Immersive Ocean Technology (MarsISOT) by integrating advanced immersive technologies. This paper reports the integration of hand tracking and finger recognition in the ShipSEVR learning episode. ShipSEVR, part of MarISOT, is a VR Training next generation learning environment focused specifically on ship engines and engine rooms safety procedures. The technology has been designed and developed at Turku University of Applied Sciences for Wärtsilä Land and Sea Academy utilizing latest VR technologies. The delivered learning episode consists of a 3D ship engine room space where trainees are expected to find certain devices and equipment by utilizing the available technical drawings. This enhanced human computer interaction environment reflects to industry requirements the derived after the first version of the technology and its test with industry experts
Power-law spin correlations in pyrochlore antiferromagnets
The ground state ensemble of the highly frustrated pyrochlore-lattice
antiferromagnet can be mapped to a coarse-grained ``polarization'' field
satisfying a zero-divergence condition From this it follows that the
correlations of this field, as well as the actual spin correlations, decay with
separation like a dipole-dipole interaction (). Furthermore, a lattice
version of the derivation gives an approximate formula for spin correlations,
with several features that agree well with simulations and neutron-diffraction
measurements of diffuse scattering, in particular the pinch-point
(pseudo-dipolar) singularities at reciprocal lattice vectors. This system is
compared to others in which constraints also imply diffraction singularities,
and other possible applications of the coarse-grained polarization are
discussed.Comment: 13 pp, revtex, two figure
Vortex lines or sheets - what is formed in dynamic drives?
In isotropic macroscopic quantum systems vortex lines can be formed while in
anisotropic systems also vortex sheets are possible. Based on measurements of
superfluid 3He-A, we present the principles which select between these two
competing forms of quantized vorticity: sheets displace lines if the frequency
of the external field exceeds a critical limit. The resulting topologically
stable state consists of multiple vortex sheets and has much faster dynamics
than the state with vortex lines.Comment: RevTex, 5 pages, sumbitted to Phys. Rev. Let
Production of High Amounts of Hepatotoxin Nodularin and New Protease Inhibitors Pseudospumigins by the Brazilian Benthic Nostoc sp CENA543
Nostoc is a cyanobacterial genus, common in soils and a prolific producer of natural products. This research project aimed to explore and characterize Brazilian cyanobacteria for new bioactive compounds. Here we report the production of hepatotoxins and new protease inhibitors from benthic Nostoc sp. CENA543 isolated from a small, shallow, saline-alkaline lake in the Nhecolandia, Pantanal wetland area in Brazil. Nostoc sp. CENA543 produces exceptionally high amounts of nodularin-R. This is the first free-living Nostoc that produces nodularin at comparable levels as the toxic, bloom-forming, Nodularia spumigena. We also characterized pseudospumigins A-F, which are a novel family of linear tetrapeptides. Pseudospumigins are structurally related to linear tetrapeptide spumigins and aeruginosins both present in N. spumigena but differ in respect to their diagnostic amino acid, which is Ile/Leu/Val in pseudospumigins, Pro/mPro in spumigins, and Choi in aeruginosins. The pseudospumigin gene cluster is more similar to the spumigin biosynthetic gene cluster than the aeruginosin gene cluster. Pseudospumigin A inhibited trypsin (IC50 4.5 mu M after 1 h) in a similar manner as spumigin E from N. spumigena but was almost two orders of magnitude less potent. This study identifies another location and environment where the hepatotoxic nodularin has the potential to cause the death of eukaryotic organisms.Peer reviewe
Cosmology, Particle Physics and Superfluid 3He
Many direct parallels connect superfluid 3He with the field theories
describing the physical vacuum, gauge fields and elementary fermions.
Superfluid He exhibits a variety of topological defects which can be
detected with single-defect sensitivity. Modern scenarios of defect-mediated
baryogenesis can be simulated by the interaction of the 3He vortices and domain
walls with fermionic quasiparticles. Formation of defects in a
symmetry-breaking phase transition in the early Universe, which could be
responsible for large-scale structure formation and for microwave-background
anisotropy, also may be modelled in the laboratory. This is supported by the
recent observation of vortex formation in neutron-irradiated 3He-B where the
"primordial fireball" is formed in an exothermic nuclear reaction.Comment: Invited talk at LT-21 Conference, 20 pages, 3 figures available at
request, compressed ps file of the camera-ready format with 3 figures is at
ftp://boojum.hut.fi/pub/publications/lowtemp/LTL-96006.ps.g
Sport, War and Democracy in Classical Athens
This article concerns the paradox of athletics in classical Athens. Democracy may have opened up politics to every class of Athenian but it had little impact on sporting participation. The city’s athletes continued to drawn predominantly from the upper class. It comes as a surprise then that lower-class Athenians actually esteemed athletes above every other group in the public eye, honoured them very generously when they won, and directed a great deal of public and private money to sporting competitions and facilities. In addition athletics escaped the otherwise persistent criticism of upper-class activities in the popular culture of the democracy. The research of social scientists on sport and aggression suggests this paradox may have been due to the cultural overlap between athletics and war under the Athenian democracy. The article concludes that the practical and ideological democratization of war by classical Athens legitimized and supported upper-class sport