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Journal articles on the topic 'Digital social interactions'

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1

Pangrazio, Luci, and Julian Sefton-Green. "Digital Rights, Digital Citizenship and Digital Literacy: What’s the Difference?" Journal of New Approaches in Educational Research 10, no. 1 (January 15, 2021): 15. http://dx.doi.org/10.7821/naer.2021.1.616.

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Using digital media is complicated. Invasions of privacy, increasing dataveillance, digital-by-default commercial and civic transactions and the erosion of the democratic sphere are just some of the complex issues in modern societies. Existential questions associated with digital life challenge the individual to come to terms with who they are, as well as their social interactions and realities. In this article, we identify three contemporary normative responses to these complex issues –digital citizenship, digital rights and digital literacy. These three terms capture epistemological and ontological frames that theorise and enact (both in policy and everyday social interactions) how individuals learn to live in digitally mediated societies. The article explores the effectiveness of each in addressing the philosophical, ethical and practical issues raised by datafication, and the limitations of human agency as an overarching goal within these responses. We examine how each response addresses challenges in policy, everyday social life and political rhetoric, tracing the fluctuating uses of these terms and their address to different stakeholders. The article concludes with a series of conceptual and practical ‘action points’ that might optimise these responses to the benefit of the individual and society.
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Grønning, Ingeborg, and Aksel Tjora. "Digital absolution." Convergence: The International Journal of Research into New Media Technologies 24, no. 4 (November 28, 2016): 391–406. http://dx.doi.org/10.1177/1354856516678558.

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Based on online observation of communication in a web-based weight loss forum, this article identifies the relevance of confession and absolution as characteristics of online interactions. Our close study of forum messages, arranged as web diaries open to comments from participants, shows that self-blaming posts elicited absolutional replies. With a primary interest in those personal posts which had a confessional character, we identified three aspects of absolution in replies: collective, prospective and supportive. Of special sociological interest is how online interaction in the forum challenges the concept of ‘civil inattention’ (Goffman, 1971) as a basic social norm for interaction in public spaces. Rather, absolutional attention defines the interactional order within the forum, in which diary authors receive feedback on their accounts of challenges, problems and failures. Studying online communication in detail may contribute to an important theoretical refinement of interactionist sociology, which currently strongly rests on studies from pre-Internet times.
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Yuksel, Mujde, and Lauren I. Labrecque. "“Digital buddies”: parasocial interactions in social media." Journal of Research in Interactive Marketing 10, no. 4 (October 10, 2016): 305–20. http://dx.doi.org/10.1108/jrim-03-2016-0023.

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Purpose This paper aims to focus its inquiries on the parasocial interactions (PSI) and relationships (PSR) consumers form with personae in online social media communities. The authors extend the marketing literature on parasocial interaction/relationship beyond brands by focusing on personal social media accounts (public student-athletes). Design/methodology/approach The authors adopt a grounded theory methodology (Glaser and Strauss, 2009) triangulating observational netnographic data (Kozinets, 2010) of 49 public student-athlete accounts on Twitter (34,500 tweets) with in-depth interviews. The findings emphasize that PSI/PSR occur not only from interactions with brands but also through personal accounts on social media platforms. Findings The investigation reveals that through such social media platforms, PSI/PSR influence consumers cognitively, affectively and behaviorally. In terms of cognition, the data suggest that PSI/PSR can influence opinion, interests, attention allocation and construction of relations, specifically through the availability of in-depth knowledge about the social media persona. Additionally, the research findings indicate that affect-laden messages from persona can alter emotion and mood, induce empathetic reactions and trigger inspiration, especially in relation to the shared interest of the online community of the social media account. Behaviorally, the findings suggest that personas’ messages can direct and inspire both online and offline actions through endorsed behavioral parasocial interactions. Research limitations/implications This research focused on one specific social media platform, Twitter. Twitter was specifically chosen, because it is a popular social media platform and allows non-reciprocal relationships. Although the authors feel that the findings would hold for other social media platforms, future research may be conducted to see if there are differences in PSI/PSR development on different types of networks. Additionally, the authors focused on a specific type of personal account, student-athletes. Future research may wish to extend beyond this population to other personal social media accounts, such as fashion bloggers, diy bloggers and others. Originality/value This research reveals that PSI/PSR can occur not only from interactions with brands but also through personal accounts on social media platforms. The findings give support for the value of brand spokespersons and brand ambassadors and suggest that brands should take careful consideration into who is chosen to represent the brand.
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Hardey, Mariann. "THE FORMATION OF SOCIAL RULES FOR DIGITAL INTERACTIONS." Information, Communication & Society 11, no. 8 (December 2008): 1111–31. http://dx.doi.org/10.1080/13691180802109048.

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Simonsen, Line Maria. "Hybrid presence: Integrating interprofessional interactions with digital consultations." Nordicom Review 42, s4 (September 1, 2021): 22–44. http://dx.doi.org/10.2478/nor-2021-0039.

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Abstract Healthcare practitioners struggle to adapt to the changes that new digital media entail for social interactions, but what does the struggle look like, and how is it embedded in these professionals’ everyday experiences? I investigate these questions in this study of how digitalisation conditions social interactions in the context of the Danish medical setting by drawing on ethnographic work. Moreover, via a video-recorded case study, this article shows how two practitioners organise social actions by exploiting features of a digital communication system in a situation where they manage a practical problem. I propose the concept of hybrid presence related to the scientific fields of dialogism and distributed cognition as an explanation of how the participants are capable of immersing themselves with both the digital technology and the social interaction. Hybrid presence thus proves useful in the discussion of how practitioners may struggle with technology.
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Montasari, Reza, Richard Hill, Victoria Carpenter, and Farshad Montaseri. "Digital Forensic Investigation of Social Media, Acquisition and Analysis of Digital Evidence." International Journal of Strategic Engineering 2, no. 1 (January 2019): 52–60. http://dx.doi.org/10.4018/ijose.2019010105.

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Various social networking sites (SNSs), widely referred to as social media, provide services such as email, blogging, instant messaging and photo sharing for social and commercial interactions. SNSs are facilitating new forms of social interaction, dialogue, exchange and collaboration. They allow millions of users and organisations worldwide to exchange ideas, post updates and comments or participate in activities and events, while sharing their wider interests. At the same time, such a phenomenon has led to an upsurge in significant criminal activities by perpetrators who are becoming increasingly sophisticated in their attempts to deploy technology to circumvent detection. Digital forensic Examiners (DFEs) often face serious challenges in relation to data acquisition. Therefore, this article aims to analyse the significance of SNSs in DFIs and challenges that DFEs often encounter when acquiring evidence from SNSs. Furthermore, this article describes the steps of the digital forensic investigation process that must be taken to acquire digital evidence that is both authentic and forensically sound.
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He, Jing, and Qinghai Li. "Can online social interaction improve the digital finance participation of rural households?" China Agricultural Economic Review 12, no. 2 (April 27, 2020): 295–313. http://dx.doi.org/10.1108/caer-11-2019-0213.

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PurposeDigital finance is a promising way to realize inclusive finance. However, the determinants of digital finance participation are largely unknown. This study aims to analyze the interface between social interaction and the digital finance participation of rural households and explore potential channels of social interaction to help them access digital finance.Design/methodology/approachUsing rural household survey data from China in 2017, employing the probit, ordered probit and count model, this study assesses the relationship between social interaction and digital finance.FindingsThe authors find that active online social interaction of rural households promotes digital finance participation, which also increases the depth and breadth of digital finance usage. Meanwhile, the role of traditional offline social interaction is insignificant. Contextual interaction is the channel through which online social interaction influences digital finance participation. Moreover, word-of-mouth, common topic pleasure and social norms in endogenous interactions are irrelevant. In addition, the role of online social interaction complements offline social interaction at promoting digital finance participation.Originality/valueThis study contributes to the understanding of digital finance by investigating the possible channels by which social interaction influences digital finance participation and highlight an important channel–contextual interaction, especially for online social interaction. This study expands the content of social interaction from traditional offline social interaction to online social interaction to evaluate the interface between social interaction and financial behavior more comprehensively.
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Kranzeeva, E. A., E. V. Golovatskiy, A. V. Orlova, N. V. Nyatina, and A. L. Burmakina. "Reactive social and political interactions in innovation processes in the Russian regions." POWER AND ADMINISTRATION IN THE EAST OF RUSSIA 95, no. 2 (2021): 86–102. http://dx.doi.org/10.22394/1818-4049-2021-95-2-86-102.

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The article deals with social and political interactions between the population and the authorities. Modern conditions have transferred a significant part of interactions into a virtual environment, which forms new reactive forms of communication between the authorities and the population. The innovative processes taking place in the regions should reflect not only the institutionally set priority directions of development, but also the interests and requests initiated by the local population, and this enhances the reactive nature of interaction. The purpose of the article is to analyze the reactivity of social and political interactions between the authorities and the population in the context of the innovative development of regions (federal districts) of the Russian Federation. The authors analyzed two digital platforms: the Russian Public Initiative (www.roi.ru) and Change.org (www.change.org). They highlighted the topical thematic areas of social initiatives and political petitions in the federal districts and outlined the transformation of social and political interactions in the formation of directions for the implementation of open innovations in the regions of the Russian Federation. As a result of the study, the authors came to the conclusion about the coincidence of the topics of the population's requests and the implemented purposeful state strategic project activities, expressed in national projects. In the context of digitalization, the population builds socio-political interactions in the channels and communication tools set by the authorities, and also gets the opportunity to carry out parallel network and cloud communications, which make it possible to form new spaces for interaction with authorities in the country and specific regions. Civic activism and participation in innovation processes are demonstrated by: the growth of digital presence; participation of citizens in the network and «cloud» (including self-organizing) communities; formation of a network environment for discussion and methods of digital interaction with the government institutions in the regions.
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Iwanicka, Agnieszka. "Children’s social interactions by means of digital media – Research report." Problemy Opiekuńczo-Wychowawcze 592, no. 7 (September 1, 2020): 50–60. http://dx.doi.org/10.5604/01.3001.0014.3569.

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Children grow up surrounded by new technologies, which obviously affects their entire childhood. Observing the closest environment – family and school – children undergo digital socialization and learn that by means of new technologies you can interact with society. They quickly notice that new technologies make it easier to enter peer relationships, but they can also pose a kind of danger by generating negative phenomena. Early school age children's perception of such entering into social relations with the help of new technologies has become the subject of research presented in the article. To answer the research problems set out in the text, I used the method of focus interview conducted on a group of nine-year-olds (5 groups of 3 children in each group). Based on the data obtained, I came to the conclusion that the social relations in which the child enters with the help of new technologies are just as important and significant for a child as those that take place directly. They allow children to integrate on the basis of common interests and experiences, but at the same time they can also be the cause of social exclusion or can lead to giving a specific rank to a peer group. On the one hand, they prove to be helpful – by strengthening social skills acquired offline, they are also a place where a child rejected by peers finds support. On the other hand, for other children, they can cause a build-up of their problems: can cause exclusion and increase feelings of loneliness. Undoubtedly, they change the way children spend their free time, which increasingly takes place with the help of new technologies. However, the way of entering social interactions does not change – usually relationships are initiated in the offline world but developed and maintained in the online world thanks to new technologies.
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Mejia, Shannon T., Shelbie Turner, and Karen Hooker. "THE IMPLICATIONS OF DIGITAL SOCIAL INTERACTIONS FOR OLDER ADULTS’ EXPERIENCES OF WELL-BEING IN DAILY LIFE." Innovation in Aging 3, Supplement_1 (November 2019): S15. http://dx.doi.org/10.1093/geroni/igz038.053.

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Abstract Digital communication technologies expand opportunities for social interactions and as a result have the potential to either amplify or dampen the coupling of social interactions with well-being in daily life. We use data from the 100-day Personal Understanding of Life and Social Experiences project (n = 99, age = 50 – 88) to examine variation in the sensitivity of older adults’ daily reports of well-being to the quality of social interactions with their five closest social partners across digital (email/social media) and analogue (in person/by phone) interactions. Digital interactions were more common among less-close social partners. Multilevel random coefficient models showed days with more digital interactions than normal to be characterized by a) lower well-being and b) less sensitivity in well-being to the quality of social interactions with close social partners on that day. The implications of our findings are discussed within a life-span perspective of social relationships and well-being.
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Rosino, Michael L. "Dramaturgical Domination." Humanity & Society 41, no. 2 (December 24, 2015): 158–81. http://dx.doi.org/10.1177/0160597615623042.

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The history of racial domination in the United States is multifaceted and therefore cannot be explained through simple reference to ideologies or institutional structures. At the microlevel, racial domination is reproduced through social interactions. In this article, I draw on Erving Goffman’s dramaturgical approach to social interaction to illuminate the development of the racialized interaction order whereby actors racialized as white impose a set of implicit rules and underlying assumptions onto interracial interactions. I examine archetypal instances of racialized social interactions in America’s history and present-day to reveal the role of social interactions in racially structuring social institutions and everyday lives. First, I discuss the development and racialization of chattel slavery and its routinization as an interaction order. Next, I explore the dramaturgical and symbolic significance of the postbellum emergence and spread of racial terrorism such as white lynch mobs. I then analyze the contemporary discursive and performative strategies of white racial dominance and aspects of the contemporary racialized interaction order such as the de facto racialization of spatial boundaries, mass media and the digital sphere, and police violence. I conclude by discussing the significance of interactional analysis for understanding the present racialized social system.
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Xie, Iris, and Jennifer Stevenson. "Social media application in digital libraries." Online Information Review 38, no. 4 (June 12, 2014): 502–23. http://dx.doi.org/10.1108/oir-11-2013-0261.

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Purpose – The purpose of this paper is to investigate the applications of social media in digital libraries and identify related problems. Design/methodology/approach – A total of ten institutions were selected from the following cultural institution types – public libraries, academic libraries, museums, government, and international organisations – to represent a variety of digital libraries developed or sponsored by different types of organisations. The social media applications were examined with regard to the following aspects: types of social media, placement of social media, updating social media, types of interactions, and types of functions. Findings – This study presents the types of social media applications in the selected digital libraries and further characterises their placements, update frequency, types of interactions between digital librarians and users, as well as various types of roles they played. In the process of analysis the authors also identified problems related to lack of standards, creating two-way communication channels, and the lack of education functions. Research limitations/implications – Further research needs to expand the selection of institutions and digital libraries to have more representative sampling, in particular institutions that are outside North America and Europe. It is also important to perform in-depth content analysis of social media to identify patterns and functions that social media perform. Moreover the authors will compare specific social media tools, such as Twitter, Facebook, etc., across institutions. In order to explore fully the reason why certain social media tools are implemented in digital libraries, it is important to survey or interview digital librarians of digital libraries in different types of cultural institutions. In addition users can be interviewed to solicit their perspectives about their usage of social media in digital libraries. Originality/value – This study not only examines the current status and problems of social media application in digital libraries but also offers suggestions on making good use of social media to connect users and digital libraries.
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Domínguez, Daniel, Inés Gil-Jaurena, Javier Morentin, Belén Ballesteros, Alberto Izquierdo, and Adriana Kiczkowski. "Where are the Students? Social and Learning Practices in Digital Settings." EDEN Conference Proceedings, no. 1 (June 22, 2020): 201–7. http://dx.doi.org/10.38069/edenconf-2020-ac0018.

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The aim of the study is to understand the role of social presence in digitally mediated learning processes and, consequently, to improve the design of the courses we teach at UNED. The spaces of greatest interaction between students are social networks and mobile instant messaging services, not only for social purposes but also for learning. That is why we are researching about students’ practices in those spaces while they are studying. In this paper, we present preliminary findings identifying if those social interactions happen within the online courses or in other digital spaces.
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Zarnadze, Giorgi. "Social interactions impact on product and service development." Proceedings of the International Conference on Business Excellence 14, no. 1 (July 1, 2020): 324–32. http://dx.doi.org/10.2478/picbe-2020-0031.

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AbstractDigital marketing has enabled a new style of consumerism. Nowadays consumers play active roles in product designing and service development. Social media and user-generated content give consumers possibilities to have some interactions regarding the new or existing product. This gives new opportunities to developers and empowers costumers to be involved in product and service development more than they used to be. While traditional marketing literature typically illustrates consumers as passive recipients this paper will show that digital marketing gives them chance to be actively involved in product and service development, tries to define how social interactions effects development and offers a conceptual model for future research. From the literature, it has emerged that social influence has a big impact on product and service development. This study will be important mostly for those companies who try to implement digital technologies now, as for companies who already adopted these technologies some time ago but they still can’t find benefits from it. In the academic field, this paper will help researchers for their future work. Marketing inferences are drawn, and direction for future research is developed in the entire manuscript.
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Wiltse, Heather, Erik Stolterman, and Johan Redström. "Wicked Interactions." Techné: Research in Philosophy and Technology 19, no. 1 (2015): 26–49. http://dx.doi.org/10.5840/techne201531926.

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The digital computational technologies that over the past decades have come to be fully integrated into nearly all aspects of human life have varying forms, scales, interactive mechanisms, functions, configurations, and interconnections. Much of this complexity and associated implications for human experience are, however, hidden by prevalent notions of ‘the computer’ as an object. In this paper, we consider how everyday digital technologies collectively mediate human experience, arguing that these technologies are better understood as fluid assemblages that have as many similarities with the infra-structural as they have properties typical for objects. We characterize these aspects in terms of ‘wicked interactions,’ drawing on and adapting the classic theory of wicked problems in design discourse that has similarly considered the complexity of interactions with and within other types of social infrastructure. In doing this we emphasize the need and the potential for building up connections between philosophy of technology and design discourse, with the hope that this might further the shared goals of understanding digital technologies and their consequences and determining how to act in relation to them and their design.
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Stornaiuolo, Amy. "Contexts of Digital Socialization: Studying Adolescents' Interactions on Social Network Sites." Human Development 60, no. 5 (2017): 233–38. http://dx.doi.org/10.1159/000480341.

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Lawrence, Sandra M. "Preschool Children and iPads: Observations of Social Interactions During Digital Play." Early Education and Development 29, no. 2 (October 19, 2017): 207–28. http://dx.doi.org/10.1080/10409289.2017.1379303.

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Konca, Ahmet Sami, and Feyza Tantekin Erden. "Young Children’s Social Interactions with Parents during Digital Activities at Home." Child Indicators Research 14, no. 4 (February 9, 2021): 1365–85. http://dx.doi.org/10.1007/s12187-020-09800-1.

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Handoyo, Eko. "Democratic Challenge in Digital Era." Politik Indonesia: Indonesian Political Science Review 5, no. 1 (April 16, 2020): 66–85. http://dx.doi.org/10.15294/ipsr.v5i1.23435.

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This article is based on the growing development of social media in the digital era which provides new public spaces for citizens to express themselves and their interactions with fellow citizens in various aspects of life. This article used library research method to answer the changes from procedural democracy to substantial democracy and the way of democratic citizenship through social media. This article revealed that the use of social media is no longer limited to daily needs, however, social media has a significant role in building political culture as well as citizenship issues in society.
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Macdonald, Birthe, and Gizem Hülür. "Digitalization and the Social Lives of Older Adults: Protocol for a Microlongitudinal Study." JMIR Research Protocols 9, no. 10 (October 1, 2020): e20306. http://dx.doi.org/10.2196/20306.

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Background Digital technologies are increasingly pervading our daily lives. Although older adults started using digital technologies later than other age groups, they are increasingly adopting these technologies, especially with the goal of communicating with others. However, less is known about how online social activities are embedded in older adults’ daily lives, how they complement other (offline) social activities, and how they contribute to social connectedness and well-being. Objective Data generated by this project will allow us to understand how older adults use digital communication in their daily lives to communicate with others, how this relates to well-being and social connectedness, and how communication using digital technologies differs from other types of communication depending on situational and individual characteristics. Methods Microlongitudinal data were collected from 120 older adults from German-speaking regions of Switzerland to examine these questions. Data collection took place from April 2019 to October 2019. Data collection took place over different time scales, including event-based (reporting all social interactions for 21 days), daily (well-being, loneliness, and technology use every evening for 21 days), hourly (cortisol assessments 6 times per day for 3 days), and baseline (relevant interindividual characteristics, including sociodemographics, health, technology use, personality, and cognitive performance) assessments. Results Data collection for this study was completed in November 2019. Participants reported an average of 96.35 interactions across the 21 days. Among the total 11,453 interactions, 5494 (47.97%) were face-to-face, and around 16% each were interactions by phone (1858, 16.16%), email (1858, 16.22%), and text message (1853, 16.18%). Otherwise, 246 (2.15%) of the interactions took place on social media, 96 (0.84)% were letters, and 54 (0.47%) of the interactions took place on videochat. Conclusions Participants used a variety of modalities in their daily communication, including digital means such as text messages, email, and video calls. Further analysis will provide more detail as to the role that communication via digital media plays in older adults’ daily lives. International Registered Report Identifier (IRRID) RR1-10.2196/20306
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Patrakov, Eduard V. "Digital transformation of the subject of labour: social interactions, concepts, research perspectives." Vestnik of Kostroma State University. Series: Pedagogy. Psychology. Sociokinetics 27, no. 2 (July 30, 2021): 66–73. http://dx.doi.org/10.34216/2073-1426-2021-27-2-66-73.

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This theoretical article represents a psychological analysis of the factors of the digital information environment that transform the labour behaviour of the subject (agency), discusses the possibility of asking the question about join subject (agency) of labour ‟individual-digital information environment”. It is shown that as a result of the digitalisation of society, the following changes have occurred in the field of labour – the autonomy of labour, de-standardisation, virtualisation of labour relations, a decrease in the share of physical labour, the convergence of play and labour. A set of contradictions that are brewing in the classical models of professional development is also highlighted. As conclusions, the conditions that are the mediators of the desired single subject of labour and the research ‟gaps” that indicate the horizons of further research in this area are presented.
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Ostrovskaya, Elena. "Internet Mediatization of Confession in the Orthodox Social Networking Sight vk.com." Logos et Praxis, no. 3 (December 2018): 45–58. http://dx.doi.org/10.15688/lp.jvolsu.2018.3.6.

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The mediatization of social reality, which confidently declared itself in the early 2000s, is clearly presented as a new digital dimension of religion. Religions of the historical heritage of Russia actively master modern media and digital space of the Internet, create their own media environment of religious network interactions and events, discourses concerning society. The mediatizationof religions has the effect of changing the communicative profile of religions, promoting their topics in a broad public discussion on a par with the political and economic agenda. Modern sociological analysis of religion as an integral part of society now involves the search for answers to the question about the correlation of offline measurements of religious interactions, organizations and communications with their online presentations. One of the actual directions of sociological research of the digital space of religious interaction and discourses was the concept of mediatization of religion, developed by the joint efforts of scientists of the international team "Scandinavian research network". In line with this concept, the author refers to the study of the communicative aspect of the confession of the Orthodox faithful in its offline-online dimensions. As a basic and minimal unit of religious participation, confession as an interaction presents aspects of affiliation, religious-worldview and activity involvement. Central to the consideration in this article is the problem of studying the formats of confession representation in a variety of communicative themes of the digital environment of Orthodox parishes. The study in its full volume was carried out in several stages in 2017– 2018 years. For two years the author has been conducting an offline structured observation of confession in the Orthodox churches of Ekaterinburg, processing and analysis of the results; consequently we carried out operationalization of observation units in relation to online communication confession, collected, processed and analyzedthe data. In 2018, the author undertook a study of media communication network vk.com communities of Ekaterinburg parishes, applying structured observation and qualitative content analysis. Using a continuous, multistage, quota sampling, the author has explored digital landscapes, and key communication subjects digital communication 22 vk.com communities of the parishes of Ekaterinburg. The results of our study are presented in detail and analyzed in the article.
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Azzari, Eliane Fernandes. "Endangered languages, social subjects and mediatization:." International Journal for Innovation Education and Research 7, no. 8 (August 31, 2019): 243–51. http://dx.doi.org/10.31686/ijier.vol7.iss8.1671.

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This paper discusses possible roles of midia/midiatization in the face of processes of linguistic changes and/in endagered languages in contemporary society. It is grounded on a social and historical approach to language and it finds support in Bakhtinian propositions about discourse, subjects and chronotopes. It assumes a sociolinguistic perspective to the interface between linguistic landscape, digital media and discursive agency. The study adopts the digital ethnography as a methodological procedure that grants the investigation of human actions and interactions in digital contexts. In order to explore the target theme, it presents a brief analysis of the case of Wikitongues – a non-profit organization that offers several digital platforms/media for individuals to share, divulge and comment on endangered language and cultural diversity. The analysis suggests that, by resorting to free online digital spaces and their affordances, spontaneous and activist video communities were created, showing that mediatization processes supported by the internet might help promote language diversity, discursive agency and cultural awareness.
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Smirnova, Tatiana, and Dominique Vinck. "The social and sociotechnical interactions of visitors at a digital museum exhibition. The Montreux Digital Heritage Lab." Les cahiers du numérique 15, no. 1-2 (June 30, 2019): 43–66. http://dx.doi.org/10.3166/lcn.15.1-2.43-66.

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Harwood, Tracy. "Cocurated Digital Culture: Machinima." Leonardo 52, no. 2 (April 2019): 123–27. http://dx.doi.org/10.1162/leon_a_01328.

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This article explores hybrid curatorial practices that have developed around digital “socio-techno-cultural” practices such as machinima. Machinima is a creative cultural movement that has evolved considerably since its emergence in 1996. The article highlights interrelated themes of curatorial practice: coevolving sense-making and social consumption; creative cognition and exploratory visualization; technologies as cultural intermediaries; social products, materialized expression and collective memory; capturing contexts through cocuration; and sustainability and stability of cultural capital. The article concludes that curation is a process of continually evolving interpretation of the artifact, representing shifts in the technology landscape, network of community members and audience interactions.
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Dallakian, K. A. "Technosocial inequalities in the digital age." Moscow State University Bulletin. Series 18. Sociology and Political Science 26, no. 1 (June 24, 2020): 82–96. http://dx.doi.org/10.24290/1029-3736-2020-26-1-82-96.

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The article is devoted to the problem of relationship between social, techno-social subjects and artificial intelligence systems in the future mixed society. The threats of possible techno-social inequality both between humans and robots, and between ordinary people and persons, implanted chips to increase their intellectual capabilities, are considered. The necessity of development moral and legal norms of subjects behavior in the mixed society is emphasized. The author reveals methodological foundations of bioethics and proposes strategic steps for constructing interactions of actors in a mixed society.
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Meire, Matthijs, Kelly Hewett, Michel Ballings, V. Kumar, and Dirk Van den Poel. "The Role of Marketer-Generated Content in Customer Engagement Marketing." Journal of Marketing 83, no. 6 (September 9, 2019): 21–42. http://dx.doi.org/10.1177/0022242919873903.

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Despite the demonstrated importance of customer sentiment in social media for outcomes such as purchase behavior and of firms’ increasing use of customer engagement initiatives, surprisingly few studies have investigated firms’ ability to influence the sentiment of customers’ digital engagement. Many firms track buyers’ offline interactions, design online content to coincide with customers’ experiences, and face varied performance during events, enabling the modification of marketer-generated content to correspond to the event outcomes. This study examines the role of firms’ social media engagement initiatives surrounding customers’ experiential interaction events in influencing the sentiment of customers’ digital engagement. Results indicate that marketers can influence the sentiment of customers’ digital engagement beyond their performance during customers’ interactions, and for unfavorable event outcomes, informational marketer-generated content, more so than emotional content, can enhance customer sentiment. This study also highlights sentiment’s role as a leading indicator for customer lifetime value.
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Baird, Sarah, Sarah Alheiwidi, Rebecca Dutton, Khadija Mitu, Erin Oakley, Tassew Woldehanna, and Nicola Jones. "Social Isolation and Disrupted Privacy." Girlhood Studies 13, no. 3 (December 1, 2020): 98–115. http://dx.doi.org/10.3167/ghs.2020.130308.

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The COVID-19 pandemic and subsequent lockdown has shattered the everyday lives of young people, limiting peer interactions and disrupting privacy, with potential for long-term detrimental impacts. This study uses rapid virtual quantitative and qualitative surveys undertaken from April to July 2020 with over 4,800 adolescents affected by displacement in Bangladesh and Jordan to explore adolescent girls’ experiences of social isolation and lack of privacy. Our mixed-methods findings suggest that the pandemic and policy response has caused sharp restrictions on privacy and substantially limited interactions with peers, with larger impacts on girls, particularly those with disabilities. For girls, digital exclusion exacerbates these gender differences. Given that privacy and peer interactions are paramount during adolescence, age-, gender-, and disability-responsive programming is essential to ensure future wellbeing.
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Ball, Christopher, Jessica Francis, Kuo-Ting Huang, Travis Kadylak, Shelia R. Cotten, and R. V. Rikard. "The Physical–Digital Divide: Exploring the Social Gap Between Digital Natives and Physical Natives." Journal of Applied Gerontology 38, no. 8 (September 19, 2017): 1167–84. http://dx.doi.org/10.1177/0733464817732518.

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Older adults are the most digitally divided demographic group. The present study explores how older adults perceive the physical use of information and communication technologies (ICTs), particularly across generations and contexts. Data for the present study come from nine focus groups. Seniors acknowledge that ICTs help them connect with geographically distant social ties, but that they lead to feelings of disconnection with geographically close social ties. We label this phenomenon the “physical–digital divide,” which exists when a group feels ostracized or offended when those around them engage with ICTs while they themselves are not or cannot engage with ICTs. Younger generations are often referred to as “digital natives” and older generations as “digital immigrants.” A more apt label for older adults may be “physical natives,” as their preferred method of communication involves physical face-to-face interactions and traditional codes of etiquette. Suggestions are made for reducing the physical–digital divide.
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Asmar, Axelle, Leo Van Audenhove, and Ilse Mariën. "Social Support for Digital Inclusion: Towards a Typology of Social Support Patterns." Social Inclusion 8, no. 2 (May 14, 2020): 138–50. http://dx.doi.org/10.17645/si.v8i2.2627.

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This article contributes to a better understanding of patterns of social support in relation to digital inequalities. Based on an extensive qualitative study, the diversity of support networks and supports seeking patterns are unveiled. A typology of six patterns of help-seeking is presented and described: the support-deprived, the community-supported, the supported through substitution, the network-supported, the vicarious learners, and the self-supported. The article also critically engages with the often unnuanced academic literature on social support. The research and the typology reveal that the quality of support, as well as the availability of potential or actual support, is not only influenced by socio-economic factors. Rather, the strength of the relationship and the level of intimacy between individuals is an important predictor of support-seeking. As such, this article shows that mechanisms of in/exclusion are highly social, as they entail a diversity of formal and informal support-seeking patterns, which in turn have an important influence on the adoption and use of digital media. The article argues that understanding such mechanisms is rooted in reconciling micro-level interactions to macro-level patterns of inequalities. To show the specificity of social support within digital inequalities research, and to demarcate the concept from definitions of other academic disciplines, the concept of social support for digital inclusion is introduced. It is defined as the aid (emotional, instrumental, and informational) that an individual receives from his/her network in his/her use of digital technologies.
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Bokadia, Harshit, Richa Rai, and Elizabeth Barbara Torres. "Digitized ADOS: Social Interactions beyond the Limits of the Naked Eye." Journal of Personalized Medicine 10, no. 4 (October 8, 2020): 159. http://dx.doi.org/10.3390/jpm10040159.

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The complexity and non-linear dynamics of socio-motor phenomena underlying social interactions are often missed by observation methods that attempt to capture, describe, and rate the exchange in real time. Unknowingly to the rater, socio-motor behaviors of a dyad exert mutual influence over each other through subliminal mirroring and shared cohesiveness that escape the naked eye. Implicit in these ratings nonetheless is the assumption that the other participant of the social dyad has an identical nervous system as that of the interlocutor, and that sensory-motor information is processed similarly by both agents’ brains. What happens when this is not the case? We here use the Autism Diagnostic Observation Schedule (ADOS) to formally study social dyadic interactions, at the macro- and micro-level of behaviors, by combining observation with digital data from wearables. We find that integrating subjective and objective data reveals fundamentally new ways to improve standard clinical tools, even to differentiate females from males using the digital version of the test. More generally, this work offers a way to turn a traditional, gold-standard clinical instrument into an objective outcome measure of human social behaviors and treatment effectiveness.
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Rogers, Bryan L., Laura T. Madden, Leah K. Grubb, and Joy H. Karriker. "Shouting across the digital divide: the import of social interactions in virtual teams." Team Performance Management: An International Journal 27, no. 1/2 (February 8, 2021): 1–14. http://dx.doi.org/10.1108/tpm-05-2020-0042.

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Purpose The purpose of this study is to extend the current understanding of virtual team (VT) workers’ willingness to continue working in VTs and the forces driving their affective reactions to teamwork. Specifically, this paper applies the input-mediator-output-input (IMOI) literature to investigate the influence of workers’ perceptions of their peers’ skills and peers’ interactions on perceptions of the teamwork process and subsequent affective reactions. Design/methodology/approach This paper draws on a sample of 997 virtual and face-to-face (FtF) students embedded in 242 project teams to test the hypotheses using multi-group comparisons in structural equation modeling (SEM). Findings Results support the assertion that team processes are essential in translating team skills and interactions into satisfaction with the team. Further, this paper finds that skills are more influential on teammate satisfaction for FtFs than they are for VTs; and, conversely, that VTs’ interactions are more pivotal regarding teammate satisfaction through VT processes than they are in FtFs. Research limitations/implications The effort contributes to the IMOI literature by showing how teams overcome virtuality to perform effectively and how team-embedded members react differently across VT and FtF contexts. Originality/value These findings are particularly notable given that prior research has suggested VT performance may not be contingent on social bonds within the team. Although this is possibly true for performance, the findings suggest that social interactions are, in fact, crucial to teams’ affective reactions.
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Agarwal, Ritu, Animesh Animesh, and Kislaya Prasad. "Research Note—Social Interactions and the “Digital Divide”: Explaining Variations in Internet Use." Information Systems Research 20, no. 2 (June 2009): 277–94. http://dx.doi.org/10.1287/isre.1080.0194.

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Wang, Fei-Yue, Rui Qin, Juanjuan Li, Yong Yuan, and Xiao Wang. "Parallel Societies: A Computing Perspective of Social Digital Twins and Virtual–Real Interactions." IEEE Transactions on Computational Social Systems 7, no. 1 (February 2020): 2–7. http://dx.doi.org/10.1109/tcss.2020.2970305.

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Eagle, Sarah. "Learning in the early years: Social interactions around picturebooks, puzzles and digital technologies." Computers & Education 59, no. 1 (August 2012): 38–49. http://dx.doi.org/10.1016/j.compedu.2011.10.013.

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36

Moreno, Megan A., Kole Binger, Qianqian Zhao, and Jens Eickhoff. "Adolescents’ Digital Technology Interactions and Importance: Associations with Demographics and Social Media Frequency." Journal of Pediatrics 236 (September 2021): 312–15. http://dx.doi.org/10.1016/j.jpeds.2021.06.005.

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37

Bown, Oliver, Alice Eldridge, and Jon McCormack. "Understanding Interaction in Contemporary Digital Music: from instruments to behavioural objects." Organised Sound 14, no. 2 (June 29, 2009): 188–96. http://dx.doi.org/10.1017/s1355771809000296.

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Throughout the short history of interactive digital music, there have been frequent calls for a new language of interaction that incorporates and acknowledges the unique capabilities of the computational medium. In this paper we suggest that a conceptualisation of possible modes of performance–time interaction can only be sensibly approached in light of the ways that computers alter the social–artistic interactions that are precursive to performance. This conceptualisation hinges upon a consideration of the changing roles of composition, performer and instrument in contemporary practice. We introduce the termbehavioural objectto refer to software that has the capacity to act as the musical and social focus of interaction in digital systems. Whilst formative, this term points to a new framework for understanding the role of software in musical culture. We discuss the potential for behavioural objects to contribute actively to musical culture through two types of agency:performative agencyandmemetic agency.
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Tai, Yaming, Yu-Liang Ting, and Teng-Hui Tseng. "A Proposed Cohesive Use of Online Discussion Board from the Aspects of Instructional and Social Interactions in Engineering Education." International Journal of Online Pedagogy and Course Design 8, no. 3 (July 2018): 33–44. http://dx.doi.org/10.4018/ijopcd.2018070103.

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This article uses instructional and social interactions in the current era of networked learning as a conceptual metaphor to guide the design of engineering learning practice. Because of students' digital literacy and their customary means of acquiring information and peer-to-peer interaction, researchers have also explored the potentials of implementing social networks for student learning. This article values these two trends and explores how both mechanisms can be implemented in an engineering course. The topics delivered to students should be based on the needs of daily life. In addition, students in online discussion board-related learning are introduced to discussing their works. A learning activity design is proposed with the aim of providing a richer understanding of the interactional relationship between instructional and social interactions regarding the use of online discussion boards. The main findings reveal the importance of re-designing the online discussion board to bridge students' study between in-class and out-of-class discussion.
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Bong, Way Kiat, Weiqin Chen, and Astrid Bergland. "Tangible User Interface for Social Interactions for the Elderly: A Review of Literature." Advances in Human-Computer Interaction 2018 (2018): 1–15. http://dx.doi.org/10.1155/2018/7249378.

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The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the challenge of social isolation and loneliness. While mainstream technology is designed to improve daily life, elderly people’s unique needs are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI) gives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world. Thus, it can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research on TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that the TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future research, which includes getting elderly people involved in the process, from designing to evaluating the prototype and investigating the effect of TUI on older adults’ social interactions and health.
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Zerrer, Nicole, and Ariane Sept. "Smart Villagers as Actors of Digital Social Innovation in Rural Areas." Urban Planning 5, no. 4 (October 14, 2020): 78–88. http://dx.doi.org/10.17645/up.v5i4.3183.

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Digital social innovation (DSI) is commonly associated with cities. However, DSI is not limited to urban space. In rural areas, it is the inhabitants themselves who start and push digitalization projects, and collaborate with professional actors from the outside. These innovators see digitalization as a chance to solve rural problems such as scarce mobility, declining community interactions, demographic change, or urban-rural digital divide. In consequence, DSI such as smart community centers, digitally managed car-sharing, or community apps also emerge in rural areas. The article seeks to better understand the different actors responsible for the rural digitalization processes. Based on interviews, document analyses, and field notes, the article focuses on two cases in rural Germany: Wesedun is part of a regional digitalization project empowering villagers to evolve own ideas, and Wokisrab shows off a bottom-up driven digitalization strategy. Both villages are aiming to improve the quality of life. Indicated by these cases and inspired by literature on social innovation, the actor groups are identified as drivers, supporters, and users. Based on the interactions and collaborations of these groups, we introduce Smart Villagers, the bottom-up actors of rural DSI. In order to design governance processes, the results indicate that even though Smart Villagers are motivated, skilled and engaged, they want and need the support of professional actors from the outside.
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Mahlouly, Dounia. "Rational Criticism, Ideological Sustainability and Intellectual Leadership in the Digital Public Sphere." International Journal of E-Politics 5, no. 1 (January 2014): 78–90. http://dx.doi.org/10.4018/ijep.2014010105.

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This review postulates that today's digital environments unveil an era of connectivity, in which digital communication devices exercise a general influence on social interactions and public deliberation. From this perspective, it argues that connective practices are likely to affect two main components of the normative public sphere, namely rational criticism and ideological sustainability. Drawing on the case of the 2011 Arab revolutions, in which social media proved to have a strategic function, this paper illustrates the ideological heterogeneity of social networks. Additionally, this article considers how issues of rational criticism and ideological sustainability could be improved by regulating online interactions and proposes that the digital divide could act as a natural process of regulation for today's connective and transnational public sphere.
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MacLean, R. Ross, Charles F. Geier, Shannon L. Henry, and Stephen J. Wilson. "Digital Peer Interactions Affect Risk Taking in Young Adults." Journal of Research on Adolescence 24, no. 4 (November 21, 2013): 772–80. http://dx.doi.org/10.1111/jora.12093.

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43

Jasso López, Lucía Carmina, and Marcela Amaro Rosales. "Mexican cities in the new normality: interactions between technologies and digital risk." PAAKAT: Revista de Tecnología y Sociedad 11, no. 21 (August 26, 2021): 1–17. http://dx.doi.org/10.32870/pk.a11n21.663.

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The article aims to analyze the relationship between digital technologies and the risk associated with digital gaps in some mexican cities in the context of the new normal. It is based on the premise that Covid-19 has meant a profound social transformation that has implied a greater use of digital technologies, which can translate into greater technological inequalities. The methodology of this research is based on digital ethnography and hypothesizes that the processes of technological implementation were accelerated to try to contain the contagions, mainly through digitalization; however, this type of actions are limited by previous conditions of the characteristics of Mexican cities, which would imply a widening of their technological gaps, as opposed to what is considered a hybrid city model.
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Spagnoletti, Paolo, Andrea Resca, and Gwanhoo Lee. "A Design Theory for Digital Platforms Supporting Online Communities: A Multiple Case Study." Journal of Information Technology 30, no. 4 (December 2015): 364–80. http://dx.doi.org/10.1057/jit.2014.37.

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This research proposes and validates a design theory for digital platforms that support online communities (DPsOC). It addresses ways in which digital platforms can effectively support social interactions in online communities. Drawing upon prior literature on IS design theory, online communities, and platforms, we derive an initial set of propositions for designing effective DPsOC. Our overarching proposition is that three components of digital platform architecture (core, interface, and complements) should collectively support the mix of the three distinct types of social interaction structures of online community (information sharing, collaboration, and collective action). We validate the initial propositions and generate additional insights by conducting an in-depth analysis of an European digital platform for elderly care assistance. We further validate the propositions by analyzing three widely used digital platforms, including Twitter, Wikipedia, and Liquidfeedback, and we derive additional propositions and insights that can guide DPsOC design. We discuss the implications of this research for research and practice.
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Sutherland, Tonia. "Making a Killing: On Race, Ritual, and (Re)Membering in Digital Culture." Preservation, Digital Technology & Culture 46, no. 1 (April 28, 2017): 32–40. http://dx.doi.org/10.1515/pdtc-2017-0025.

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Abstract:This paper investigates cultural, social, and technological issues created by the increasingly widespread circulation of digital records documenting the deaths of black Americans in the United States. This research takes as its foundation questions about ritual, embodiment, memorialization, and oblivion in digital spaces. Further, it examines the interplay between the permanence of the digital sphere and the international human rights concept of the “right to be forgotten,” paying particular attention to black and brown bodies as records and as evidence. Methodologically, the work engages critical race theory, performance studies, archival studies, and digital culture studies, asking how existing technologies reflect the wider social world offline, how they create new cultural interactions, and how those new interactions reshape the real (non-virtual) world.
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Kümmel, Elke, Johannes Moskaliuk, Ulrike Cress, and Joachim Kimmerle. "Digital Learning Environments in Higher Education: A Literature Review of the Role of Individual vs. Social Settings for Measuring Learning Outcomes." Education Sciences 10, no. 3 (March 18, 2020): 78. http://dx.doi.org/10.3390/educsci10030078.

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Research on digital learning environments has traditionally applied either an individual perspective or a social perspective to learning. Based on a literature review, we examined to what extent individual or social perspectives determined the learning outcome variables that researchers have used as measurements in existing studies. We analyzed prototypical approaches to operationalize learning settings (individual vs. social) published in peer-reviewed journals and identified their relation to several measures of learning outcomes. We rated n = 356 articles and included n = 246 articles in the final analysis. A total of 159 studies (64.6%) used an individual learning setting, while 87 studies (35.4%) used a social learning setting. As learning outcome measures, we observed self-reports, observable behavior, learning skills, elaboration, personal initiatives, digital activity, and social interactions. The two types of learning settings differed regarding the measurement of elaboration and social interactions. We discuss of the implications of our findings for future research and conclude that researchers should investigate further measures of learning outcomes in digital learning settings.
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Kelly, Stacy M., and Thomas J. Smith. "The Digital Social Interactions of Students with Visual Impairments: Findings from Two National Surveys." Journal of Visual Impairment & Blindness 102, no. 9 (September 2008): 528–39. http://dx.doi.org/10.1177/0145482x0810200903.

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48

Popey-ool, Saida, and Sergey Shishov. "Organization of Educational Interactions Based on Dialogue in a Digital Environment." Scientific Research and Development. Socio-Humanitarian Research and Technology 10, no. 2 (July 12, 2021): 3–11. http://dx.doi.org/10.12737/2306-1731-2021-10-2-3-11.

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The authors of the article investigate the problem of the increasingly complex structure of knowledge and the education system, in which teachers have to present a large amount of knowledge in a short period of time, while most teachers understand that it is necessary to pay special attention to educational communications and interactions. This is especially true for dialogue when organizing training sessions in a digital environment. The dialogue, full of educational questions, organizes "heuristic" training of students on the individual logic of cognition. Consequently, teachers receive additional functional and emotional load of speech interaction. The results of the study showed that regardless of the style of communication (authoritarian or democratic), the teacher has to devote 4/5 or 2/3 of the academic time to speech communication, of which the lecture will take 1/3 or ¼ of the class time. Consequently, half of the lesson or a little less is spent on communication or other educational activities, corrected by the teacher. It is concluded that educational interaction is influenced by general institutional relations (usually historical and traditional for an educational institution), the level of language proficiency( vocabulary), the theoretical content of the subject or topic of the lesson, divided into microtexts; many teachers consider multi-semiotic resources as undesirable if they are not embedded in the structure of the topic of the lesson, since not all teachers have the latest scientific knowledge, which becomes a lot (this is more true for social and humanitarian knowledge in higher education); learning interactions (having an intersubjective orientation) have a dynamic character, in which students perceive the sequence of learning actions as a learning tool. Research reveals the multifaceted nature of learning interactions, in which there are not only logical, but also emotional judgments. Therefore, the teacher's correction should have intersubjective properties, since the educational dialogue is the creative discourse of students.
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van den Hoven, Elise, and Ali Mazalek. "Grasping gestures: Gesturing with physical artifacts." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 25, no. 3 (July 11, 2011): 255–71. http://dx.doi.org/10.1017/s0890060411000072.

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AbstractGestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.
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Galiano-Coronil and MierTerán-Franco. "The Use of Social Digital Networks by NGDO from a Social Marketing Perspective." Social Sciences 8, no. 6 (June 18, 2019): 192. http://dx.doi.org/10.3390/socsci8060192.

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The social marketing paradigm has been changing due to the use of digital social networks. This causes Non-Governmental Development Organizations’ efforts to focus on achieving a greater reaction from the public in these communication channels. We propose that the way forward is to analyze aspects of messages that give rise to a greater response from the audience. In this regard, we have analyzed 3608 Facebook and Twitter publications with the combination of content analysis and correlation analysis. We have considered three aspects: purpose, theme, and quality of the message. We have also listed a breakdown of quality and purpose parameters in order to become more fully acquainted with these aspects. The objectives of this research are firstly to carry out the communication profiles of the NGDOs studied from the points of view of the organizations and the public. Secondly, to analyze the reaction from the public (interactions) measured by the sum of likes plus the number of shares for each post, on Facebook and Twitter, according the parameters considered. The results showed that the most published messages from the organizations do not usually coincide with those that have the most impact on the public. Another proven aspect is that Twitter posts about behavior have more effectiveness than informative messages. Likewise, quality aspects, such as hashtags, mentions, or links, are not succeeding in generating public reaction.
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