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1.
This paper presents suggestions for a more pragmatic approach to the design of emerging and future domestic communication technologies, particularly technologies destined for the home that may be deemed ‘ubiquitous’. This is achieved through two critical reviews of a small number of social studies related to the design and use of existing and emerging communication technologies. The first review explores how existing, recent and emerging technologies are adopted within the domestic home and explores how social patterns dictate adoption. The second review draws more broadly on research activity related to the design and development of ubiquitous technologies for everyday life and what lessons can be learnt from them. Together, these two reviews suggest novel communication technology adoption will evolve through small imperceptible steps from the edges of existing products and services; therefore design research needs to be more aligned to this approach. To make any real impact and influence, research activity needs to move away from attempts to deliver ubiquity in the home and place more emphasis at the pragmatic, incremental level of emerging communication services and products.  相似文献   

2.
Informed by ‘critical’ approaches to ‘educational technology’, this paper aims to move away from presenting a ‘could’ and ‘should’ explanation of children learning with technology to a more nuanced, context‐rich analyses of how information and communication technologies (ICTs) are being used by technologically privileged families at home. Here, a critical approach means locating the findings within a framework, which not only includes reference to the policies and politics of educational technology, but also takes account of uneven, contested, and contradictory uses of ICT in everyday family life. To achieve this, the paper presents accounts of technology use in situ from eight case families. The data reveal that although ICTs were purchased for their perceived educational potential, how parents and children approached and used them in the home for learning was entwined with many other dimensions of social life. The findings suggest that there is a need to move beyond one‐dimensional debates, such as access to ICT ensures use, to more nuanced accounts that focus on the ‘messy’ realities of ICTs usage ‘as it happens’ in the home. In sum, more explicit empirically based information on ICT practices in the home need to be made available for policymakers and families.  相似文献   

3.
The popularity of social networking sites such as Facebook, Twitter, and YouTube begs the question of how such sites might be used for educational purposes within classroom settings. This paper presents a review of some of the educational uses of Facebook, Twitter, and YouTube within college classrooms. Because of the lack of published reports on the use of social media within statistics classrooms, the authors share their own examples of how social media can be used within the introductory statistics classroom, and they outline recommendations and considerations for other instructors who might want to explore the use of social media in their own courses.  相似文献   

4.
5.
The uptake of digital photos vs. print photos has altered the practice of photo-sharing. Print photos are easy to share within the home, but much harder to share outside of it. The opposite is true of digital photos. People easily share digital photos outside the home, e.g., to family and friends by e-mail gift-giving, and to social networks and the broader public by web publishing. Yet within the home, collocated digital photo-sharing is harder, primarily because digital photos are typically stored on personal accounts in desktop computers located in home offices. This leads to several consequences. (1) The invisibility of digital photos implies few opportunities for serendipitous photo-sharing. (2) Access control and navigation issues inhibit family members from retrieving photo collections. (3) Photo viewing is compromised as digital photos are displayed on small screens in an uncomfortable viewing setting.To mitigate some of these difficulties, we explore how physical memorabilia collected by family members can create opportunities that encourage social and collocated digital photo-sharing. First, we studied (via contextual interviews with 20 households) how families currently practice photo-sharing and how they keep memorabilia. We identified classes of memorabilia that can serve as memory triggers to family events, trips, and times when people took photos. Second, we designed Souvenirs, a photo-viewing system that exploits memorabilia as a social instrument. Using Souvenirs, a family member can meaningfully associate physical memorabilia with particular photo-sets. Later, any family member can begin their story-telling with others through the physical memento, and then enrich the story by displaying its associated photos simply by moving the memento close to the home's large-format television screen. Third, we re-examined our design premises by evoking household reactions to an early version of Souvenirs. Based on these interviews, we redesigned Souvenirs to better reflect the preferences and real practices of photo and memorabilia use in the home.  相似文献   

6.
The reconfiguration of the home-work boundary that at-home telework entails has significant implications for gender issues and the use of ubiquitous information and communications technologies (ICTs). By presenting a Marx-inspired dialectical analysis of the family and home as both ‘haven and hell’, we develop a critique of proposed advantages for women home workers. Not only do we question the ability of ICTs to deliver the promises made on their behalf – we show how this socio-technical innovation may in fact contribute to compounding the double-burden of work associated with gender roles within the home. Contemporary critical understanding of the e-society should incorporate the influence of at-home teleworking because of its implications for the use of ubiquitous ICTs in the home environment, the shaping of work relations and its impact on gender issues. This increasing use of ICTs outside of the workplace is matched by the growing consensus within the European Union on the desirability of flexible working coupled with family friendly policies. This paper explores some of the rhetoric and research surrounding the proposed benefits of at home ‘telework’ and the likely cost–benefits, from an employee's perspective, in terms of increased freedom, reduced burden and ‘flexibility’.  相似文献   

7.
Placing information at specific locations in the home provides rich and intuitive ways for people to cope with information, as they leverage semantics of the locations within the home. However, there is no deeper investigation yet on how users would embed digital cloud-based information into various locations in their homes, partly because previous systems were not robust enough to be deployed in real settings for an extended period of time. To this end, we have developed PostBits, a system of display blocks that integrate cloud information with contextually rich physical space. PostBits were designed for long battery life, robust communication and simple interactions, to enable a field deployment. A field study was conducted with 6 families, each using the system in their home for 1 week. We have identified patterns and strategies of how users embed cloud information at contextual locations in the home, and reflect on future design opportunities.  相似文献   

8.
This paper develops a simulation model of home improvement with neighborhood spillover. The goal is to explore how the household decisions between home improvement and moving shape urban land development and housing markets, and the role of neighborhood spillover. The model is implemented based on a monocentric city framework. The existence of neighborhood spillover effects slows down the pace of urban land development, while it also significantly increases average household duration of residence and amount of home improvement investment. In practice, the neighborhood spillover effects can be considered as a form of social capital which connects homeownership and neighborhood quality. Based on the simulation results and sensitivity analysis of key policy relevant parameters (social interaction strength, neighborhood size, transportation cost), the paper further explores implications for public policymaking related to transportation, housing markets, and land use. The dynamic simulation tool developed in this paper can also be found useful in other land use, urban and regional modeling.  相似文献   

9.
When a computer network connects people or organizations, it is a social network. Yet the study of such computer-supported social networks has not received as much attention as studies of human-computer interaction, online person-to-person interaction, and computer-supported communication within small groups. We argue the usefulness of a social network approach for the study of computer-mediated communication. We review some basic concepts of social network analysis, describe how to collect and analyze social network data, and demonstrate where social network data can be, and have been, used to study computer-mediated communication. Throughout, we show the utility of the social network approach for studying computer-mediated communication, be it in computer-supported cooperative work, in virtual community, or in more diffuse interactions over less bounded systems such as the Internet.  相似文献   

10.
Examining learning in relation to the contexts of use of ICT   总被引:4,自引:0,他引:4  
Abstract Although ICT resources are commonly expected to produce uniform benefits, they are necessarily employed within pre-existing contexts of educational and social activity, and the outcome in terms of both pattern of use and learning depends on how they fit in with these. As a result, the same technology or software may have unexpectedly diverse effects, according to specific setting. If the object is to exercise control over outcome, then the conditions of use need to be planned for within the design and implementation of the technology. In order to do this, it is crucial that research gathers data on how outcomes are affected by the interplay between technology and context. This raises questions about the methods that would be appropriate for the conduct and dissemination of such research. These points are discussed in relation to three studies, one each at primary, secondary and university levels of education.  相似文献   

11.
The question of whether computer-mediated communication can support the formation of genuine social systems is addressed in this paper. Our hypothesis, that technology creates new forms of social systems beyond real-life milieus, includes the idea that the technology itself may influence how social binding emerges within online environments. In real-life communities, a precondition for social coherence is the existence of social conventions. By observing interaction in virtual environments, we found the use of a range of social conventions. These results were analysed to determine how the use and emergence of conventions might be influenced by the technology. One factor contributing to the coherence of online social systems, but not the only one, appears to be the degree of social presence mediated by the technology. We suggest that social systems can emerge by computer-mediated communication and are shaped by the media of the specific environment.  相似文献   

12.
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The study examines how a group of students, together with a professional maritime pilot, enacted professional roles and collaboratively constructed a simulated context for learning to navigate. Their activities on the bridge were framed within the maritime profession’s hierarchical system of captain and officers, and we examine in detail how these institutionally defined positions become important resources for meaning-making during role-play. The article portrays how two competing activity contexts were constructed, and how the role-play provided opportunities for enacting professional roles and work tasks. However, it also shows that it is challenging to pick up on what is significant to learn and to confront this in debriefing. The article concludes that the students’ collaboration and meaning-making is an entity of training that may be more efficiently addressed.  相似文献   

13.
The goal of introducing robots into everyday use has led to their reconceptualization as social technologies, for which interacting with people is a fundamental and necessary function. Robot sociality in this context is generally defined as a set of individual properties of the artifact, such as a human-like appearance or the ability to read social cues. In this paper, we propose an alternative view of robot sociality as an emergent relational property of the interactions between the robot and its social context, actively constructed by designers, users, and other actors affected by robots. We illustrate this perspective through the example of the robot PARO, a commercial social robot commonly used in eldercare, which we analyzed in a series of observational studies of the social processes of its design in the laboratory and its use in an eldercare facility. Our analysis shows how the robot as a social technology is constructed through the actions and sense making of various actors and the situated dynamics of interaction in particular institutional contexts. We first describe the social factors and rationale that influenced PARO’s design in the laboratory, and then discuss how the robot is scaffolded by users in a nursing home in the midwestern United States. Our studies go beyond the typical focus on one-on-one interaction between people and robots as the unit of analysis of human–robot interaction, to incorporate the broader social context as a necessary component of the successful design and implementation of social robots in society.  相似文献   

14.
Social media has become mainstream in recent years, and its adoption has skyrocketed. Following this trend among the general public, scholars are also increasingly adopting these tools for their professional work. The current study seeks to learn if, why and how scholars are using social media for communication and information dissemination, as well as validate and update the results of previous scholarship in this area. The study is based on the content analysis of 51 semi-structured interviews of scholars in the Information Science and Technology field. Unlike previous studies, the current work aims not only to highlight the specific social media tools used, but also discover factors that influence intention and use of social media by scholars. To achieve this, the paper uses the Unified Theory of Acceptance and Use of Technology (UTAUT), a widely adopted technology acceptance theory. This paper contributes new knowledge to methodological discussions as it is the first known study to employ UTAUT to interpret scholarly use of social media. It also offers recommendations about how UTAUT can be expanded to better fit examinations of social media use within scholarly practices.  相似文献   

15.
This paper is about the development of modern artillery fire control simulators. The Saab BT 33 had few equals when it was operational in the early 1970s. The accounts describe the introduction of the digital computer and its victory over older control technologies during long-term social change. The case illustrates the role of engineering and craft in practice, ultimately to make the practice more controllable. The case also shows how piecemeal solutions risk becoming victims of technical innovations. The use of modern information technology for control and other purposes, only if socially accepted in its context within strong traditions, may be efficient  相似文献   

16.
Social play is an increasingly important constituent of the digital game experience. Though there is a growing understanding of how the social context influences the experience of playing, there is little known about how the experience of play influences the social experience. Specifically, it is not even known whether winning or losing affects a player's sense of social presence with their co-players. This paper provides the results of two studies aiming to explore this interaction. The first study is a lab-based study that looked at whether social presence varied in collocated teams playing team-based games depending on whether they won or lost. The second study is a user experience survey which measured how variables in the context of gameplay affected social presence across a number of team-based online games. The results of both studies show that when teams lose, the negative impact on social presence is greater within teams than between the competing teams. This has implications for how studies in this area should be analysed and also, through consideration of individual games, suggests that mechanisms in the games may lead to the reduced social presence.  相似文献   

17.
This paper reports an exploration of the concept of social intelligence in the context of designing home dialogue systems for an Ambient Intelligence home. It describes a Wizard of Oz experiment involving a robotic interface capable of simulating several human social behaviours. Our results show that endowing a home dialogue system with some social intelligence will: (a) create a positive bias in the user's perception of technology in the home environment, (b) enhance user acceptance for the home dialogue system, and (c) trigger social behaviours by the user in relation to the home dialogue system.  相似文献   

18.
Since time immemorial, the inviolability of the home has protected people's freedom to behave as they like in their own homes. In addition, bodily integrity is an essential fundamental right allowing citizens to do what they want with their own body. Technological developments in ICT and DNA research form a threat to these fundamental rights that current legal protection may be inadequate to stop. An increasing number of technologies are being used in the home and in the bodies of individuals, connecting them to the outside, which means that the traditional border between inside and outside is becoming blurred. Furthermore, more and more possibilities are emerging that allow us to ‘see’ things inside, straight through walls and clothing. What effect will these technologies have on the legal protection of home and body—in particular the protection against government surveillance? In this article, the authors analyse these issues from the perspective of the Dutch Constitution to illustrate how the current legal protection of home and body threatens to fall short in light of new technologies. This analysis of the Dutch situation may be useful for other countries when they review constitutional rights in light of new technologies.  相似文献   

19.
Students who pursue graduate degrees often do so under the burden of great geographic displacement. This study takes a uses and gratifications approach to examining the usage of Social Networking Sites (SNS) by both American and international graduate students studying at an American university. Specifically, it examines how SNS are used in relationship maintenance with friends and family, news consumption from one’s home state or country, political expression, and social and political transition to one’s new home. Our findings suggest that geographic and physical displacements do not always influence students in maintaining relationships via social media.  相似文献   

20.
The way people use smartphones provides a window into the relationship between behaviors and mental health. This relationship is of particular significance to individuals with elevated social anxiety, as it helps to reveal when and where their stress increases in relation to social interactions, ultimately leading to more precise treatment delivery and interventions. In this collaboration between engineers and psychologists, we present the first study to use smartphone sensors to examine socially anxious individuals’ fine-grained behaviors around periods in which they engage in some form of social interaction, and how these behaviors differ as a function of location (e.g., at home, at work, or at an unfamiliar location). In a two-week study of 52 college students, we show that there is a significant difference in behaviors for individuals based on social anxiety levels and locations, in that individuals higher (vs. lower) in social anxiety symptoms exhibit more movement (as tracked by the accelerometer) around the time of phone calls, especially in an unfamiliar location (i.e., not home or at work). Finally, we discuss the implications of these findings for developing better interventions for socially anxious individuals.  相似文献   

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