interactive process
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2022 ◽  
Vol 2 (1) ◽  
pp. 22-38
Author(s):  
Stephanie Taylor ◽  
Karen Littleton

This paper demonstrates the contribution a synthetic narrativediscursive approach can make to understanding biographical work within a research interview. Our focus is on biographical work as part of the ongoing, interactive process through which identities are taken up. This is of particular interest for people who, for example, are entering a new career and can be seen as “novices” in the sense that they are constructing and claiming a new identity. Following a discussion of the theoretical and methodological background in narrative, discourse analytic and discursive work in social psychology (e.g. Bruner, 1990; Edley, 2001; Potter and Wetherell, 1987; Wetherell, 1998), the paper presents an analysis of biographical talk from an interview study with postgraduate Art and Design students. Our interest is in their identity work, including biographical work, as novices in their fields. The analysis illustrates the approach and the key analytic concepts of, first, shared discursive resources, such as interpretative repertoires (e.g. Edley, 2001) and canonical narratives (e.g. Bruner, 1991), and, secondly, troubled identities (e.g. Wetherell and Edley, 1998; Taylor, 2005a) . It shows how speakers’ biographical accounts are shaped and constrained by the meanings which prevail within the larger society. For our participants, these include established understandings of the nature and origins of an artistic or creative identity, and the biographical trajectory associated with it. The particular focus of our approach is on how, in a speaker’s reflexive work to construct a biographical narrative, the versions produced in previous tellings become a constraint and a source of continuity.


2022 ◽  
Vol 2022 ◽  
pp. 1-10
Author(s):  
Hao Wu ◽  
Shi-Jiang Wen ◽  
Jong-Hoon Yang

With the continuous development of the social economy, cartoon animation and other multimedia and streaming media forms are becoming more and more popular and are loved by all kinds of people, such as monkey king and Nezha. However, the multimedia of these cartoon animation needs to conform to mainstream values and transmit positive energy. In view of these needs and shortcomings, this study relies on the Bayesian sequence recommendation algorithm, combs the three-tier architecture diagram of multimedia character modeling, analyzes it, respectively, from the perspectives of hierarchy, behavior, and interactive process, and tries to build corresponding animation design management documents, so as to provide corresponding decision-making basis to produce animation and develop corresponding results, provide corresponding reference mode for cartoon animation multimedia character manufacturing, complete corresponding cartoon animation multimedia characters faster, and improve cartoon animation multimedia works and efficiency. The simulation results show that the Bayesian sequence recommendation algorithm is effective and can support the design and modeling of cartoon animation multimedia characters.


2021 ◽  
Vol 1 (4) ◽  
pp. 197-208
Author(s):  
Muhammad Rifai ◽  
Muhamad Akbar

The rapid development of information technology has an impact on behavior. The system is linked together to facilitate the flow of information, through a variety of androids, users are growing, and are very familiar with this technology is open to providing developers to create an application. User Center Design (UCD) is a design that is used because it presents the best approach if it describes from the initial stages of an interactive process. Information about the provision of medicine is desired without the need to go to his place.


2021 ◽  
Vol 3 (4) ◽  
pp. 51-56
Author(s):  
Wanying Guo

Today’s psychology of star hunting is not only in the obvious “rice circle,” but also in the TikTok star of the live broadcasting platform such as jitter. For the current era of fast consumption, the popularity of short film and video culture is inevitable. Social networks have stimulated the personalization and motivation of Internet users, and the needs of Internet users have become more and more exquisite and artistic. This paper discusses the causes of online red and the interactive process between online red and its fans, and discusses the production mode, possible harm and Countermeasures of online red.


2021 ◽  
Vol 7 (1) ◽  
pp. 15
Author(s):  
Rita Costa ◽  
Paulo Gomes ◽  
António Correia ◽  
António Marques ◽  
Javier Pereira

This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual reality applications. The software incorporates a dynamic and parameterizable algorithm to be used as a core-engine in the real-time Biofeedback process, recognizing the values of the biological signals registered in each of the EEG channels of the Looxid Link device. The values of EEG frequencies detected in real time can be used to generate elements of interactivity, with different frequencies and intensities.


2021 ◽  
Vol 5 ◽  
Author(s):  
Naudé Malan

“iZindaba Zokudla” means we talk about the food that we eat. iZindaba Zokudla is a public innovation lab that uses stakeholder-engagement methods to create “opportunities for urban agriculture in a sustainable food system.” iZindaba Zokudla is presented as an extra-institutional means to govern the water, land, energy, and waste nexus. This reflective essay critically describes iZindaba Zokudla and applies this to the design of institutional steering mechanisms to govern the food, water, land, and energy nexus towards sustainability. Governance is an intersubjective and interactive process between the subjects of governance and governance itself. Sustainability, as an interactive process, implies the creation of autocatalytic and symbiotic communities in society that integrates diverse actors and stakeholders, inclusive of scientific and lay actors, and ecosystems. iZindaba Zokudla is a means to govern and create such communities, and this article describes and reflects on how iZindaba Zokudla has created and managed such symbiotic communities or autocatalytic networks in the food system. The article generalises how the activities conducted in iZindaba Zokudla can be used to govern the water, land, energy, and waste nexus for sustainability. The article shows how iZindaba Zokudla has realised a progressive governance through the facilitation of its Farmers' Lab and website; how it has created opportunities for participation; and how it enables critical reflection in society.


2021 ◽  
Vol 18 (3) ◽  
pp. 314-335
Author(s):  
Beatrice Beebe ◽  
K. Mark Sossin ◽  
Phyllis Cohen ◽  
Sally Moskowitz ◽  
Rita Reiswig ◽  
...  

2021 ◽  
Vol 130 ◽  
pp. 103482
Author(s):  
Amolkirat Singh Mangat ◽  
Juergen Mangler ◽  
Stefanie Rinderle-Ma

Author(s):  
JING IRIS HU

Abstract Shame is frequently viewed as a destructive emotion; but it can also be understood in terms of change and growth. This essay highlights the problematic values that cause pervasive and frequent shame and the importance of resisting and changing these values. Using Confucian insights, I situate shame in an interactive process between the individual's values and that of their society, thus, being vulnerable to shame represents both one's connection to a community and an openness to others’ negative feedback. This process provides an important arena where personal values interact with communal ones. The Confucian tradition, I argue, affords individuals a degree of autonomy in internalization through urging them to cultivate and maintain a keen sense of shame. My discussion also offers resources for understanding the various aspects of this interactive process—how individuals with similar experiences of shame may, through channeling their experiences, influence social values and propel moral progress.


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