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Activity theory -- a conceptual framework originally developed by
Aleksei Leontiev -- has its roots in the socio-cultural tradition
in Russian psychology. The foundational concept of the theory is
human activity, which is understood as purposeful, mediated, and
transformative interaction between human beings and the world.
Since the early 1990s, activity theory has been a visible landmark
in the theoretical landscape of Human-Computer Interaction (HCI).
Along with some other frameworks, such as distributed cognition and
phenomenology, it established itself as a leading post-cognitivist
approach in HCI and interaction design. In this book we discuss the
conceptual foundations of activity theory and its contribution to
HCI research. After making the case for theory in HCI and briefly
discussing the contribution of activity theory to the field
(Chapter One) we introduce the historical roots, main ideas, and
principles of activity theory (Chapter Two). After that we present
in-depth analyses of three issues which we consider of special
importance to current developments in HCI and interaction design,
namely: agency (Chapter Three), experience (Chapter Four), and
activity-centric computing (Chapter Five). We conclude the book
with reflections on challenges and prospects for further
development of activity theory in HCI (Chapter Six). Table of
Contents: Introduction: Activity theory and the changing face of
HCI / Basic concepts and principles of activity theory / Agency /
Activity and experience / Activity-centric computing / Activity
theory and the development of HCI
Ethnography and Virtual Worlds is the only book of its kind--a
concise, comprehensive, and practical guide for students, teachers,
designers, and scholars interested in using ethnographic methods to
study online virtual worlds, including both game and nongame
environments. Written by leading ethnographers of virtual worlds,
and focusing on the key method of participant observation, the book
provides invaluable advice, tips, guidelines, and principles to aid
researchers through every stage of a project, from choosing an
online fieldsite to writing and publishing the results. * Provides
practical and detailed techniques for ethnographic research
customized to reflect the specific issues of online virtual worlds,
both game and nongame * Draws on research in a range of virtual
worlds, including Everquest, Second Life, There.com, and World of
Warcraft * Provides suggestions for dealing with institutional
review boards, human subjects protocols, and ethical issues *
Guides the reader through the full trajectory of ethnographic
research, from research design to data collection, data analysis,
and writing up and publishing research results * Addresses myths
and misunderstandings about ethnographic research, and argues for
the scientific value of ethnography
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Information in Contemporary Society - 14th International Conference, iConference 2019, Washington, DC, USA, March 31-April 3, 2019, Proceedings (Paperback, 1st ed. 2019)
Natalie Greene Taylor, Caitlin Christian-Lamb, Michelle H Martin, Bonnie Nardi
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R3,133
Discovery Miles 31 330
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Ships in 10 - 15 working days
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This book constitutes the proceedings of the 14th International
Conference on Information in Contemporary Society, iConference
2019, held in Washington, DC, USA, in March/April 2019. The 44 full
papers and 33 short papers presented in this volume were carefully
reviewed and selected from 133 submitted full papers and 88
submitted short papers. The papers are organized in the following
topical sections: Scientific work and data practices;
methodological concerns in (big) data research; concerns about
"smart" interactions and privacy; identity questions in online
communities; measuring and tracking scientific literature; limits
and affordances of automation; collecting data about vulnerable
populations; supporting communities through public libraries and
infrastructure; information behaviors in academic environments;
data-driven storytelling and modeling; online activism; digital
libraries, curation and preservation; social-media text mining and
sentiment analysis; data and information in the public sphere;
engaging with multi-media content; understanding online behaviors
and experiences; algorithms at work; innovation and
professionalization in technology communities; information
behaviors on Twitter; data mining and NLP; informing technology
design through offline experiences; digital tools for health
management; environmental and visual literacy; and addressing
social problems in iSchool research.
Ethnography and Virtual Worlds is the only book of its kind--a
concise, comprehensive, and practical guide for students, teachers,
designers, and scholars interested in using ethnographic methods to
study online virtual worlds, including both game and nongame
environments. Written by leading ethnographers of virtual worlds,
and focusing on the key method of participant observation, the book
provides invaluable advice, tips, guidelines, and principles to aid
researchers through every stage of a project, from choosing an
online fieldsite to writing and publishing the results. * Provides
practical and detailed techniques for ethnographic research
customized to reflect the specific issues of online virtual worlds,
both game and nongame * Draws on research in a range of virtual
worlds, including Everquest, Second Life, There.com, and World of
Warcraft * Provides suggestions for dealing with institutional
review boards, human subjects protocols, and ethical issues *
Guides the reader through the full trajectory of ethnographic
research, from research design to data collection, data analysis,
and writing up and publishing research results * Addresses myths
and misunderstandings about ethnographic research, and argues for
the scientific value of ethnography
What happens when a group of people see things that others do not
and begin acting accordingly? The Augmented Reality of Pokemon GO:
Chronotopes, Moral Panic, and Other Complexities explores this
question by examining what happened after Pokemon GO, a smartphone
augmented reality game, was released in July, 2016. The game
overlaid the world of Pokemon onto the "real" physical world,
drawing 30 million players in the first two weeks. Pokemon GO has
created new ways of sensing the environment, reading things around
us, walking the street, and dwelling in certain areas, i.e.,
inhabiting the world. Through detailed text analyses of the game
and auto-ethnographies of the contributing authors' experiences
playing the game analyzed from anthropological perspectives, this
volume provides nuanced analyses of this new way of relating to the
world: the augmented reality world of Pokemon GO. Each chapter
focuses on specific aspects of this new experience of the world:
the cosmology of the world of Pokemon and the multifaceted ways we
relate to our environment through Pokemon GO; the notion of space
and time in Pokemon GO and its interface with that of real world as
it guides our actions; the phenomenology of Pokemon GO in urban
walking with its complex relationships to public space, "nature" as
constructed through modernity, cell phone infrastructure, and urban
landscapes where insects, animals, birds, human, history,
transportation infrastructure, and trash all intermingle to create
its ambiance; and the game's link to the wider social issue as it
gets appropriated for "friendly authoritarian" goals of civil
society, imposing various ideologies and accruing commercial gains.
Through "participant observation" -all contributors have been avid
Pokemon GO players themselves-this volume offers snapshots of the
Pokemon GO effect from its initial stage as a social phenomenon to
Spring 2018.
What happens when a group of people see things that others do not
and begin acting accordingly? The Augmented Reality of Pokemon GO:
Chronotopes, Moral Panic, and Other Complexities explores this
question by examining what happened after Pokemon GO, a smartphone
augmented reality game, was released in July, 2016. The game
overlaid the world of Pokemon onto the "real" physical world,
drawing 30 million players in the first two weeks. Pokemon GO has
created new ways of sensing the environment, reading things around
us, walking the street, and dwelling in certain areas, i.e.,
inhabiting the world. Through detailed text analyses of the game
and auto-ethnographies of the contributing authors' experiences
playing the game analyzed from anthropological perspectives, this
volume provides nuanced analyses of this new way of relating to the
world: the augmented reality world of Pokemon GO. Each chapter
focuses on specific aspects of this new experience of the world:
the cosmology of the world of Pokemon and the multifaceted ways we
relate to our environment through Pokemon GO; the notion of space
and time in Pokemon GO and its interface with that of real world as
it guides our actions; the phenomenology of Pokemon GO in urban
walking with its complex relationships to public space, "nature" as
constructed through modernity, cell phone infrastructure, and urban
landscapes where insects, animals, birds, human, history,
transportation infrastructure, and trash all intermingle to create
its ambiance; and the game's link to the wider social issue as it
gets appropriated for "friendly authoritarian" goals of civil
society, imposing various ideologies and accruing commercial gains.
Through "participant observation" -all contributors have been avid
Pokemon GO players themselves-this volume offers snapshots of the
Pokemon GO effect from its initial stage as a social phenomenon to
Spring 2018.
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