ASMR explained: Role play videos as a form of touching with the eyes and the ears

First Monday ◽  
2021 ◽  
Author(s):  
Helle Breth Klausen

In this paper, I introduce and discuss technologically-mediated ASMR (Autonomous Sensory Meridian Response) in the form of role play videos. I suggest using haptic audio-visuality as a theoretical elaboration to describe a form of touching with the eyes and the ears through interpersonal triggers, direct address and directional touching. And I present ASMR role play videos as a category that can be viewed as both a shared pleasure and a personal experience. Despite its mediated — body-to-screen rather than body-to-body — and one-way format, research suggests that ASMR can be regarded as an intimate, present and interpersonal experience. ASMR has succeeded in integrating the viewer-listeners’ physical reality with virtuality and creating a perception of presence. What is missing, however, is a more in-depth exploration of how this perception of presence is created through the performative construction of a particular kind of attuned, imaginative and interactive viewer-listener within ASMR role play videos. This is what I intend to explore in this paper.

Chapter One examines the life and work of former inmate and sociologist Tamotsu Shibutani, and how the afterlife of a historical event can develop from a generalized sense of injustice and its costs into a clear topic for scholarly study and political engagement. Though Shibutani had been interested in race relations and social disincorporation long before Executive Order 9066, and had worked for the Japanese American Evacuation and Resettlement Study where he gathered ample data for his graduate theses at the University of Chicago, nearly three decades would pass after his release from camp before he began publishing on the complexities of interpersonal experience and social disincorporation. This chapter treats that interval, as well as the work that came after it, as a study in the trajectory of afterlife from lingering memories to explicit analysis, and from personal experience to broad political engagement.


Author(s):  
Jacqueline A. Towson ◽  
Matthew S. Taylor ◽  
Diana L. Abarca ◽  
Claire Donehower Paul ◽  
Faith Ezekiel-Wilder

Purpose Communication between allied health professionals, teachers, and family members is a critical skill when addressing and providing for the individual needs of patients. Graduate students in speech-language pathology programs often have limited opportunities to practice these skills prior to or during externship placements. The purpose of this study was to research a mixed reality simulator as a viable option for speech-language pathology graduate students to practice interprofessional communication (IPC) skills delivering diagnostic information to different stakeholders compared to traditional role-play scenarios. Method Eighty graduate students ( N = 80) completing their third semester in one speech-language pathology program were randomly assigned to one of four conditions: mixed-reality simulation with and without coaching or role play with and without coaching. Data were collected on students' self-efficacy, IPC skills pre- and postintervention, and perceptions of the intervention. Results The students in the two coaching groups scored significantly higher than the students in the noncoaching groups on observed IPC skills. There were no significant differences in students' self-efficacy. Students' responses on social validity measures showed both interventions, including coaching, were acceptable and feasible. Conclusions Findings indicated that coaching paired with either mixed-reality simulation or role play are viable methods to target improvement of IPC skills for graduate students in speech-language pathology. These findings are particularly relevant given the recent approval for students to obtain clinical hours in simulated environments.


2018 ◽  
Vol 17 (3) ◽  
pp. 155-160 ◽  
Author(s):  
Daniel Dürr ◽  
Ute-Christine Klehe

Abstract. Faking has been a concern in selection research for many years. Many studies have examined faking in questionnaires while far less is known about faking in selection exercises with higher fidelity. This study applies the theory of planned behavior (TPB; Ajzen, 1991 ) to low- (interviews) and high-fidelity (role play, group discussion) exercises, testing whether the TPB predicts reported faking behavior. Data from a mock selection procedure suggests that candidates do report to fake in low- and high-fidelity exercises. Additionally, the TPB showed good predictive validity for faking in a low-fidelity exercise, yet not for faking in high-fidelity exercises.


2014 ◽  
Author(s):  
Rebecca E. Kason ◽  
Grace Akinrinade ◽  
Rebekah Halpert ◽  
Thomas P. Demaria

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