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Visualizing and Analyzing Cultural Voices in Computer-Mediated Communication through Social Gaming Simulation

机译:通过社交游戏模拟可视化和分析计算机媒介沟通中的文化声音

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The present study aims at establishing digital scholarly methods to understand the transformational processes of thought and behavior in individuals within changing socio-cultural situations. We adopted the socio-cultural approach as a conceptual framework that considers cultural phenomena as dynamic processes for the interplay of cultural voices in "personal" and "authoritative" layers. We first designed a gaming simulation based on actual societal changes and conflicts among stakeholders regarding nuclear power plants. Next, we developed a net-based communication tool that supports players' dialogues and records the trajectories of players' utterances and attitudes. After the experimental gaming simulation, we utilized the KACHINA CUBE system (KC) to visualize the social events, dialogues, and attitude changes of players. With this system, the diversity and commonality across the players' transformations were exposed onto KC's 3D space. The debriefing session also revealed that non-linear transformations of the players were derived from the interplay of their multi-layered cultural voices.
机译:本研究旨在建立数字学术方法,以了解在不断变化的社会文化环境中个人的思想和行为的转变过程。我们采用了社会文化方法作为概念框架,认为文化现象是“个人”和“权威”层中文化声音相互影响的动态过程。我们首先根据实际的社会变化和利益相关者之间关于核电厂的冲突设计了游戏模拟。接下来,我们开发了一种基于网络的通信工具,该工具支持玩家的对话并记录玩家的话语和态度轨迹。在进行了实验性的游戏模拟之后,我们利用KACHINA CUBE系统(KC)可视化了玩家的社交活动,对话和态度变化。有了这个系统,玩家转变中的多样性和共同性就暴露在了KC的3D空间中。汇报会议还显示,玩家的非线性转变源自他们多层文化声音的相互作用。

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