16 research outputs found

    The local and filmed accountability of sensorial practices: The intersubjectivity of touch as an interactional achievement

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    This paper contributes to a multimodal EMCA approach to sensoriality and to a reflection about how video can support it. First, it discusses how the intersubjectivity and accountability of sensorial practices are locally and endogenously achieved by and for the participants. This accountability is implemented through various multimodal resources, which make sensorial practices accessible for the co-participants. Second, it shows how the visual, verbal and sometimes co-tactile orientations of the participants are also the very basis on which researchers and other professionals build the videographability of the activity. The paper articulates these two aspects by studying activities dealing with food, in which the participants engage in touching food as a relevant sensorial practice within their ongoing course of action

    Ways of spectating: unravelling spectator participation in Kinect play

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    We explore spectating on video game play as an interactional and participatory activity. Drawing on a corpus of video recordings capturing 'naturally occurring' Kinect gaming within home settings, we detail how the analytic 'work' of spectating is interactionally accomplished as a matter of collaborative action with players and engagement in the game. We examine: spectators supporting players with continuous 'scaffolding'; spectators critiquing player technique during and between moments of play; spectators recognising and complimenting competent player conduct; and spectators reflecting on prior play to build instructions for the player. From this we draw out a number of points that shift the conversation in HCI about 'the spectator' towards understanding and designing for spectating as an interactional activity; that is, sequentially ordered and temporally coordinated. We also discuss bodily conduct and the particular ways of 'seeing' involved in spectating, and conclude with remarks on conceptual and design implications for HCI

    Reversed polarity question

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    Reversed polarity questions (RPQs) refer to polar questions that convey “assertions of the opposite polarity to that of the form of the questions” (Koshik 2002: 1855). Reversed polarity questions are treated by their recipients as assertions rather than genuine questions seeking information or requesting confirmation (see Koshik 2002, 2005)

    Participation framework

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    As an analytic concept, participation framework derives from Goffman’s work on footing (1981), which is concerned with the alignments of persons in the course of speech events. Goffman emphasized the inadequacy of the dyadic model of communication, involving only speakers and hearers, and proposed a reexamination of the forms of participation

    Participation

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    Participation as an analytic concept was first introduced by Goffman (1981) in his work on footing. Goffman was critical of the traditional models representing the categorical participant roles as only speakers and hearers. By considering various forms of subordinate communication such as byplay, crossplay and sideplay, he showed the inadequacy of the dyadic speaker-hearer role structure and decomposed both speaker and hearer into a range of different kinds of participant roles

    Arranging bodies for photographs: Professional touch in the photography studio

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    This paper describes a particular form of professional touch, through which photographers taking photographs of their clients/models arrange their bodies and orchestrate their poses. Our analysis demonstrates that photographers adopt a professional touch-cum-vision, which combines professional vision and professional touch. The former is achieved by the photographers adopting a specific perspectival posture, allowing them to see the photographed persons from a distance, in a way that is analogous to the perspective of the photographic eye, that is, to the perspective of seeing through a camera. The latter involves a specific form and trajectory of arms and hands, accountably shaped in a way that enables a touch that is both precise, targeting specific details of the body, and delicate, orienting to the normativity of touching the other’s body. The clients/models can docilely align with the photographers’ touch but can also display more agency, initiating and preempting the arrangement of details of the pose, as well as some resistance, prompting the photographers to minimize their touching interventions and to ask for permission, apologize, and thank. Data are video recordings of photography sessions in professional studios, in which participants speak (Swiss) German and Turkish. &nbsp

    The Role of FDG PET/CT in Evaluation of Residual Disease in Pediatric Patients Diagnosed with Tumors Originated from Neural Crest

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    Annual Congress of the European-Association-of-Nuclear-Medicine (EANM) -- OCT 19-23, 2013 -- Lyon, FRANCEWOS: 000325853400361European Assoc Nucl Me

    Changing social practices. Covid-19 and new forms of sociality

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    The Covid-19 pandemic has affected not only human health, but also central aspects of human sociality. This study shows how it is possible to document change in embodied interactional practices thanks to video-recorded data collected during ethnographic fieldwork. It presents the first findings of a larger project initiated at the beginning of March 2020 on Human Sociality in the Age of Covid-19, aiming at showing how the pandemic affects not only the bio-physiological body, but also the social body, and how this reveals fundamental principles of human sociality. The analyses focus on greetings, an elementary practice through which the interactional order is established: it is shown how greetings rapidly changed at the beginning of the Covid-19 crisis, and how this enables one to understand both the importance of proximity and tactility in human sociality, as well as the quick pace of change-in-the-making, as oriented to, experienced and creatively accomplished by the participants

    Doing paying during the Covid-19 pandemic

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    The Covid-19 pandemic has affected not only the health of populations but also their everyday social practices, transformed by orienting to risks of contagion and to health prevention discourses. This paper emanates from a project investigating the impact of Covid-19 on human sociality and more particularly the situated and embodied organization of social interactions. It discusses how Covid-19 impacts the design of ordinary actions in social interaction, how this is made publicly accountable by the participants orienting to the pandemic in formatting their actions and in responding to the actions of others. Adopting an ethnomethodological and conversation analytic perspective, the analyses focus on a particular social activity: paying. The organization of payments in shops and services has been affected by the pandemic, not only by official regulations, favoring some modes of payment over others, but also in how sellers and customers situatedly adapt their practices to imperatives of prevention. On the basis of a rich corpus of video-recorded data, which spans from the pandemic’s prodromes to and after its peak, we show how money transfer is methodically achieved – imposed, negotiated, and readjusted – while variously taking into account possible risks of contagion. Thus, we show not only how pandemics affect social interaction, and how prevention is incarnated in social actions, but also how, in turn, situated solutions implemented by people during the pandemic reveal fundamental features of human action

    Ways of Spectating

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    We explore spectating on video game play as an interactional and participatory activity. Drawing on a corpus of video recordings capturing 'naturally occurring' Kinect gaming within home settings, we detail how the analytic 'work' of spectating is interactionally accomplished as a matter of collaborative action with players and engagement in the game. We examine: spectators supporting players with continuous 'scaffolding'; spectators critiquing player technique during and between moments of play; spectators recognising and complimenting competent player conduct; and spectators reflecting on prior play to build instructions for the player. From this we draw out a number of points that shift the conversation in HCI about 'the spectator' towards understanding and designing for spectating as an interactional activity; that is, sequentially ordered and temporally coordinated. We also discuss bodily conduct and the particular ways of 'seeing' involved in spectating, and conclude with remarks on conceptual and design implications for HCI
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