Cybercultures

Author(s):  
Sverker Johansson ◽  
Ylva Lindberg

This chapter aims to describe how cultures have emerged in interactions among users of the multitude of online platforms that have become available over the past few decades. It discusses innovations regarding uses of representations to communicate identity, time, and space in social practices with technology, and how cybercultures are played out in theory and in practice. Cybercultures resemble cultures in the non-virtual world—but display significant differences regarding social rules, identity, and spatiotemporal issues. Case studies of three types of cybercultures in social media: information and knowledge building on Wikipedia, culture, and virtual world building on Second Life, and dating practices on online dating services, such as Tinder, will shed light on how cyberspace allows for developing both symbolic representations and social practices through computer-mediated communication (CMC), and how users are situated in the continuum virtual-real.

Author(s):  
Silvia Canto ◽  
Kristi Jauregi Ondarra

AbstractThis article attempts to shed some light on the possible learning benefits for language acquisition and intercultural development of authentic social interaction with expert peers through computer mediated communication (CMC) tools. The environments used in this study are video communication and the 3D virtual world


Author(s):  
Stephen A. Schrum

As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first glance, virtual performance may have the outward trappings of theatre, some believe they don’t adhere to the basic traditional definition of theatre: the interaction between an actor and an audience. Detractors suggest that physical presence is required for such an interaction to take place. However, studies have shown that computer mediated communication (CMC) can be as real as face-to-face communication, where emotional response is concerned. Armed with this information, the author can examine how performance in a virtual world such as Second Life may indeed be like “real” theatre, what the possibilities for future virtual performance are, and may require that we redefine theatre for online performance venues.


Phytotaxa ◽  
2015 ◽  
Vol 212 (2) ◽  
pp. 133 ◽  
Author(s):  
Nicola M.G. Ardenghi ◽  
Gabriele Galasso ◽  
Enrico Banfi

Between the 18th and the early 20th century, a number of naturalized neophytes were described in Europe, outside their area of origin. Although most of the names of these taxa, discovered in a period without fast computer-mediated communication and world-wide electronic availability of taxonomic papers, today are treated as synonyms, their existence allows to shed light on a peculiar taxonomic phenomenon connected to the early stages of the European alien flora studies. In this paper we select two lectotypes and one neotype for three neophytes described in Italy, belonging to the critical graminoid genera Cyperus (C. aristatus var. boeckeleri), Echinochloa (Panicum erectum), and Eleocharis (Scirpus erraticus). The selected types are conserved at PAV-Erbario Lombardo and RO.


2009 ◽  
pp. 1745-1752
Author(s):  
Rosalie J. Ocker

While traditional face-to-face (FtF) forms of interaction have proven disadvantageous to females in mixed-sex settings, computer-mediated communication (CMC) holds the promise of helping to level the playing field between the sexes, at least in terms of equitable communication between genders. However, evidence from resent research shows that gender inequalities persist. The objective of this article is to shed light on why the promise of gender equalization in CMC is not evidenced.


2004 ◽  
Vol 5 (2) ◽  
pp. 79-107 ◽  
Author(s):  
Susan Brown ◽  
◽  
Robert Fuller ◽  
Chelley Vician ◽  
◽  
...  

First Monday ◽  
2010 ◽  
Author(s):  
Ronald E. Day ◽  
Hamid R. Ekbia

What is digital experience? This question is of interest to different discourse traditions, each of which would answer it differently. The literature in Human-Computer Interaction, Computer-Mediated Communication (CMC), virtual worlds, and Artificial Intelligence, for instance, each present distinctive understandings of the concept of 'experience' and, consequently, of 'digital experience.' However, if we start with the concept of experience as an event, the common historical lineage of these distinct understandings reveals itself. We are interested in this historical lineage, and would like to explain 'digital experience' as a historically developing category. For this, we begin by returning to discussions on two modern concepts of experience (Erlebnis and Erfahrung) in the mid-twentieth century works of Martin Heidegger and Walter Benjamin. Then, we discuss three forms of 'digital experience' -- simulated, embedded, and artificial -- and we suggest that these experiences constitute a modern understanding of experience, namely, as a tension between experience as an embedded or 'situated' event and 'experience' as one that is had. By focusing on this tension, we hope to shed light on some of the shared underlying assumptions among disparate discourse traditions.


2017 ◽  
Vol 10 (2) ◽  
pp. 173-203 ◽  
Author(s):  
Heike Baeskow

The increasing influence of the digital media affects not only the behaviour of Internet users, but also calls for constant lexical innovation. Since most of the IT-related vocabulary originated in English, it is a particular challenge to examine how individual lexical items from this domain are processed as loan words in a receptor language. In this article it will be shown that there is a tendency in present-day German to form verbs denoting the use of online services by means of analogy (e.g. googeln > facebooken, youtuben, whatsappen) and that these verbs already participate in native derivational processes. Significantly, web-based searches performed for this study revealed that they occur in the context of the German inseparable prefixes er-, be-, ent-, ver- and zer- at least in computer-mediated communication. Given this behaviour on the one hand and the restricted use on the other, it is assumed here that these hybrid formations are pragmatically motivated. In particular, they allow Internet users to differentiate between real-world activities and corresponding activities simulated in the virtual world. Moreover, it will be argued that the prefixed verbal anglicisms activate slots in the paradigms of the grammaticalized prefixes, where they are paradigmatically related to genuinely native neighbours (e.g. ergoogeln, erfragen, erarbeiten). In the course of the discussion, the analyses will be extended to include borrowed verbs like chatten, liken, or followen, which are also compatible with the prefixes under consideration.


2011 ◽  
pp. 1559-1575
Author(s):  
Lynnette G. Leonard ◽  
Lesley A. Withers ◽  
John C. Sherblom

Past research on the effects of computer-mediated communication (CMC) on identity has focused either on the inherent risks or opportunities it provides. The authors argue that the paradox within the nature of CMC has led to paradoxical predictions about the effects of CMC on identity. Rather than adopting a naïve perspective focusing on only one side of the paradox, the authors take a view of technological realism in which the paradox is embraced. Guided by these views, the authors analyze 59 students’ papers reflecting on their identity choices in the creation and development of a Second Life avatar. Second Life is a three-dimensional (3D) multi-user virtual environment (MUVE) in which users create avatars (called “residents”) to explore, interact with other residents, learn, recreate, and shop with the local currency (i.e., Linden Dollars; http://secondlife.com/whatis/). Using the constant comparative method for thematic content, themes supporting a paradox of CMC effects on identity are identified from the student papers. The implications of a view of technological realism are offered.


Author(s):  
Sharon Stoerger

Virtual worlds have the potential to foster new forms of educational communication among students and their instructors. These digital exchanges in virtual worlds are facilitated by computer-mediated communication (CMC) tools such as text-based media and Voice over Internet Protocol (VoIP). This chapter will investigate the media that were used to support student-instructor interactions in three continuing education courses situated in Second Life (SL). Based on these observations, text chat was more effective than VoIP at supporting educational discussions during these class sessions.


ReCALL ◽  
2016 ◽  
Vol 29 (2) ◽  
pp. 200-218 ◽  
Author(s):  
Natasha Levak ◽  
Jeong-Bae Son

AbstractLearning how to comprehend while listening to a second language is often considered by learners to be a difficult process that can lead to anxiety when trying to communicate (Graham, 2006; Graham & Macaro, 2008). Computer-mediated communication (CMC) can be used to assist in increasing access to native speakers and opportunities to listen. This study investigates the effectiveness of the use of Second Life and Skype as part of facilitation techniques and the affordances of these online tools for developing listening comprehension. Participants in the study were learning either English or Croatian and were located in Sydney and Brisbane in Australia, Split in Croatia, and Mostar in Bosnia and Hercegovina. A mixed-methods approach was utilised incorporating pre-tests and post-tests (quantitative data) to gain information on the effectiveness of the techniques for developing listening comprehension and in-depth interviews (qualitative data) to gain the participants’ views on the perceived effectiveness of the techniques and the affordances of Second Life or Skype. The results of the study indicate that both techniques resulted in positive gains in the development of listening comprehension. Based on the analysis of the interview data, a more in-depth perspective on the affordances of each online tool was developed, which informed the creation of a new facilitation technique utilising both tools. The study demonstrates how online tools can be used to facilitate interaction between learners and illustrates the need for the selection of online tools for language learning to be based on pedagogy. It is recommended that the selection of tools should be carefully considered in alignment with task aims and the affordances of online tools.


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