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- ...a response is best understood as a turn-constructional feature, the first virtual component of a preferred or dispreferred turn format.1 KB (197 words) - 01:40, 30 May 2015
- |Title=Coordinating action and talk-in-interaction in and out of video games ...the game have not yet been described. Based on a video-recorded corpus of virtual football games, this paper describes the systematic organisation of players1 KB (221 words) - 09:29, 30 November 2019
- ...and signposting to TPAs. Offers might recruit callers in future courses of action or may only be treated as offers by next-turn-proof-procedure. Signposting ...er the week; nonetheless they are hugely important to the fabric of law-in-action in our society, as they represent the most ordinary and mundane legal work302 KB (44,160 words) - 09:22, 20 December 2023
- ...a response is best understood as a turn-constructional feature, the first virtual component of a preferred or dispreferred turn format.1 KB (199 words) - 10:42, 15 December 2019
- |Title=Knowing the way: managing epistemic topologies in virtual game worlds ...assively Multiplayer Online Game; Projectability; Recognizability; Virtual Action2 KB (294 words) - 13:09, 25 November 2019
- ...y and interaction: grounding the “virtual” in studies of technology in action |Tag(s)=EMCA; virtual reality; technology in action;2 KB (266 words) - 10:25, 13 November 2019
- ...thout specifying the offense, often rejecting their responsibility for the virtual or actual offense.1 KB (198 words) - 13:15, 25 December 2019
- ...videogame. Thus, we have identified four forms of exchange as if a turn or action (Goodwin & Goodwin, 2004) is addressed to: a) a player, b) an avatar, c) a2 KB (278 words) - 00:43, 24 February 2021
- ...g of speech in the spatial environment as shaped by perception, motion and action (“interactional spaces”) and (b) the distribution of languages and ling ...p between architecture and interaction or the production and simulation of virtual interactional spaces in digital (or: computer-mediated) communication. The3 KB (484 words) - 02:56, 30 August 2016
- |Tag(s)=EMCA; Ethnomethodology; Conversation Analysis; virtual reference services; library and informa- tion science; ...the LIS literature on reference interactions in both face‐to‐face and virtual settings reveals a tendency to impose analytic categories and classificator2 KB (262 words) - 01:00, 21 November 2019
- ...f social, material and embodied practices as live-action events in real or virtual worlds. They may also be critically revisiting established methods. Additio ...peed video cameras, 360 cameras, stereoscopic 3D cameras, thermal cameras, virtual cameras, spatial and ambisonic audio, video stitching and annotation, GPS a6 KB (766 words) - 19:06, 9 February 2017
- ...guage and (other) multimodal resources feature in the complexity of social action and interaction, and how people skillfully manage their conduct at complex ...biquitous technologies and digital solutions (e.g. wireless communication, virtual/augmented reality, Internet of Things). Furthermore, the position is direct13 KB (1,888 words) - 18:11, 19 February 2017
- ...ound or voice) or be represented by an avatar (for example in video games, virtual worlds, social media, etc.). What are the consequences of seeing one’s se '''3. The body through the screen: augmented body and virtual body'''5 KB (739 words) - 03:57, 12 July 2017
- ...d with disembodied cognition, they must now look more directly at embodied action and bodily encounters between people and technology. In this paper, we expl2 KB (295 words) - 09:46, 19 November 2019
- |Title=Coordinating action in technology-supported shared tasks: Virtual pointing as a situated practice for mobilizing a response |Tag(s)=EMCA; Virtual pointing; Mobilizing response; Joint decision-making; Technology-mediated i2 KB (204 words) - 00:30, 28 April 2021
- ...oretical perspectives and methodological approaches. We conduct design and action oriented research as well as more analytical studies. This means that appli * Learning and virtual or augmented reality (VR/AR)10 KB (1,519 words) - 03:18, 12 May 2020
- Virtual/Online meeting ...f everyday life, including local interaction orders, ordinary practices of action, and the organized details of conversation.1 KB (152 words) - 04:33, 20 November 2020
- ...ive character of practical cognition, i.e., cognition as it is captured in action. The article describes the concrete forms of the ordering of people’s con2 KB (341 words) - 23:07, 16 October 2020
- ...esearch curiosity that characterizes it. Notice that ESI is organized as a virtual event. ...l present their results on “proform questions”, requests for immediate action and the use of the final particle ikkå (close to ‘right’, but not quit7 KB (962 words) - 04:13, 17 June 2021
- Online virtual lectures. Online virtual demonstrations and exercises.5 KB (631 words) - 17:31, 3 November 2021