23 research outputs found

    The lesbian, gay, bisexual and transgender community online: discussions of bullying and self-disclosure in YouTube videos

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    Computer-mediated communication has become a popular platform for identity construction and experimentation as well as social interaction for those who identify as lesbian, gay, bisexual or transgender (LGBT). The creation of user-generated videos has allowed content creators to share experiences on LGBT topics. With bullying becoming more common amongst LGBT youth, it is important to obtain a greater understanding of this phenomenon. In our study, we report on the analysis of 151 YouTube videos which were identified as having LGBT- and bullying-related content. The analysis reveals how content creators openly disclose personal information about themselves and their experiences in a non-anonymous rhetoric with an unknown public. These disclosures could indicate a desire to seek friendship, support and provide empathy

    Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices

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    The availability of advanced software and less expensive hardware allows museums to preserve and share artefacts digitally. As a result, museums are frequently making their collections accessible online as interactive, 3D models. This could lead to the unique situation of viewing the digital artefact before the physical artefact. Experiencing artefacts digitally outside of the museum on personal devices may affect the user's ability to emotionally connect to the artefacts. This study examines how two target populations of young adults (18–21 years) and the elderly (65 years and older) responded to seeing cultural heritage artefacts in three different modalities: augmented reality on a tablet, 3D models on a laptop, and then physical artefacts. Specifically, the time spent, enjoyment, and emotional responses were analysed. Results revealed that regardless of age, the digital modalities were enjoyable and encouraged emotional responses. Seeing the physical artefacts after the digital ones did not lessen their enjoyment or emotions felt. These findings aim to provide an insight into the effectiveness of 3D artefacts viewed on personal devices and artefacts shown outside of the museum for encouraging emotional responses from older and younger people

    Tension: Between Art and Entertainment

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    Effects of gesture-based avatar-mediated communication on brainstorming and negotiation tasks among younger users

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    This paper reports on a study which investigated the effects of gesture-based avatar-mediated communication on younger users (12–13 years old), in comparison to video-mediated communication. Specifically, we looked at how these technologies were used by school pupils to brainstorm and negotiate ideas in a bullying context. 64 school pupils were divided into two conditions (Skype and AvatarKinect) and were instructed to carry out two tasks (a brainstorming and a negotiation task). Objective task performance, perceived satisfaction and perceived partner’s characteristics were compared. We found no difference in term of perceived satisfaction. AvatarKinect users reported more positive changes in perceptions toward their partner. The results on task performance were ambivalent; Skype users seemed to generate more ideas, whilst AvatarKinect produced better quality ideas. In summary, gesture-based avatar technology appears to be a useful modality to help resolve bullying in schools

    Empathic and Ethical Design of Technology

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    Abstract. A generation which relies on constant communication and digital information has a different view point and language use to older generation for whom modes of communication are less constant. How do we convey intangible qualities such as empathy, creativity and ethics to a young technologically literate generation who are comfortable with its use, but who may lack understanding of life experiences of other users? We examine themes emerging from the findings of a study into the ways older people (60+) use technology. The question guiding our enquiry is as follows: How could learning about social history of technology help bridge the gap between generations and lead to a more empathic design? Can the teaching of empathy and ethical understandings assist this process

    Perception of Digital and Physical Sculpture by People with Dementia: An Investigation into Creative Potential

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    Abstract: The perception of three-dimensional sculptural forms is quite different from two-dimensional art works such as painting and drawing. Though both are considered forms of artistic production, the distinction is the tactual and kinesthetic sensations of the three-dimensional sculptural forms. The understanding of the perception of sculptural forms adds another dimension to cognitive and emotive qualities embedded in art. The emotions evoked while observing, knowing, touching, and feeling a sculpture, as well as the experiences of working, creating, and producing one, affect an individual’s perception. People with dementia who develop visual and perceptual difficulties may gradually have a different experience of sculpture. The materiality of a sculpture and its tactile engagement have the capacity to influence their perception. With spatial errors, changes in colour, and misperceptions, there is a possibility that they see, appreciate, and experience, in a different way, both physical sculptural forms and those that are mediated through digital technology
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