FB1 Sozial- und Bildungswissenschaften
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Digital media are being used more and more frequently by children and for a wide variety of functions. However, there are no studies to date that examine the effect of such use on peer interactions and the occurrence of prosocial behavior in peers. For parents, it has been found that when using digital media only few parents respond responsively to their children’s attempts at interaction and also very rarely, they communicate with them verbally and nonverbally. In the present study, we investigated how playing a game in a digital versus analog form influences interactions (especially prosocial behavior) of peers. We used an experimental situation, where 24 dyads of 4-10-year-old children were examined. Each of the dyads was randomly assigned to a condition where they played either a digital or analog game together. Various interaction parameters and prosocial behavior during and after the game were analyzed. Results show that children in the analog condition communicated verbally with each other more often, responded more often to interaction attempts of their partners and showed less often negative forms of interaction and more often positive forms of interaction than children in the digital condition. However, the type of medium had no influence on prosocial behavior after the game situation. These results suggest that the format of a game (digital vs. analog) has a decisive influence on peer interactions concerning their communication during but not their prosocial behavior after the game situation.
Bayesian affect control theory is a model of affect-driven social interaction underconditions of uncertainty. In this paper, we investigate how the operationalization of uncertainty in the model can be related to the disruption of social orders—societal pressures to adapt to ongoing environmental and technological change. First, we study the theoretical tradeoffs between three kinds of uncertainty as groups navigate external problems: validity (the predictability of the environment, including of other agents), coherence (the predictability of interpersonal affective dynamics), and dependence (the predictability of affective meanings). Second, we discuss how these uncertainty tradeoffs are related to contemporary political conflict and polarization in the context of societal transitions. To illustrate the potential of our model to analyze the socio-emotional consequences of uncertainty, we present a simulation of diverging individual affective meanings of occupational identities under uncertainty in a climate change mitigation scenario based on events in Germany. Finally, we sketch a possible research agenda to substantiate the novel, but yet mostly conjectural, ideas put forward in this paper.
Virtual Reality (VR) applications play an increasingly important role in the context of mental health. While VR-based therapeutic interventions are increasingly well-established, the application of VR in the field of mental health awareness represents a novel and promising development. We present our mental health awareness VR application “hopohopo”, in which the user takes the perspective of a person suffering from social anxiety. Through the VR journey, the user experiences what it could feel like to suffer from constant fear of being negatively judged by others in everyday social situations. The aim of the application is to allow nonaffected users to expand their knowledge and to raise mental health awareness. In this paper, we report our findings on the potential of this immersive VR application for psychoeducation and destigmatization of social anxiety. In this respect, we provide the scope of our VR application and first results of its ongoing usability and usefulness evaluation process.
Using two phenomena of violence against children and intimate partner violence and based on two case studies, we explore the extent to which social processes of interpreting and negotiating violence contribute to further theorization efforts. The central unifying element is that both forms of violence are enabled and performed in power relations and have long been socially, legally, and politically legitimized. Therefore, our study’s focus is not on violence as a subject but rather on the social negotiation and construction of meanings of actions framed as violent. This perspective is exemplified by two independent case studies and data material that illustrate how such microscopic arguments are developed empirically. The methods used for the two case studies include qualitative analyses of interviews and organizational documents. Hence, we also discuss the researchers’ involvement and challenges in these processes. Based on our analytical findings, we argue for the use of an approach of a subject appropriated theorizing violence rather than a formal theory formation of violence. The procedural analysis of violence revealed its importance in making non-public and socially taboo forms of violence analytically accessible.
Numerical magnitude information is assumed to be spatially represented in the form of a mental number line defined with respect to a body-centred, egocentric frame of reference. In this context, spatial language skills such as mastery of verbal descriptions of spatial position (e.g., in front of, behind, to the right/left) have been proposed to be relevant for grasping spatial relations between numerical magnitudes on the mental number line. We examined 4- to 5-year-old’s spatial language skills in tasks that allow responses in egocentric and allocentric frames of reference, as well as their relative understanding of numerical magnitude (assessed by a number word comparison task). In addition, we evaluated influences of children’s absolute understanding of numerical magnitude assessed by their number word comprehension (montring different numbers using their fingers) and of their knowledge on numerical sequences (determining predecessors and successors as well as identifying missing dice patterns of a series). Results indicated that when considering responses that corresponded to the egocentric perspective, children’s spatial language was associated significantly with their relative numerical magnitude understanding, even after controlling for covariates, such as children’s SES, mental rotation skills, and also absolute magnitude understanding or knowledge on numerical sequences. This suggests that the use of egocentric reference frames in spatial language may facilitate spatial representation of numbers along a mental number line and thus seem important for preschoolers’ relative understanding of numerical magnitude.
Among the philosophical accounts of reference, Quine’s (1974) The Roots of Reference stands out in offering an integrated account of the acquisition of linguistic reference and object individuation. Based on a non-referential ability to distinguish bodies, the acquisition of sortals and quantification are crucial steps in learning to refer to objects. In this article, we critically re-assess Quine’s account of reference. Our critique will proceed in three steps with the aim of showing that Quine effectively presupposes what he sets out to explain, namely, reference to objects. We are going to argue (i) that sortals do not individuate, (ii) that bodies are already objects, and (iii) that the acquisition of variables presupposes a notion of identity. The result is diagnostic of a central desideratum for any theory of reference: an explanation of spatiotemporal object individuation.
Simulation tools aimed at enhancing cross-sectoral cooperation can support the transition from a traditional transport planning approach based on predictions towards more integrated and participatory urban mobility planning. This shift entails a broader appraisal of urban dynamics and transformations in the policy framework, capitalizing on new developments in urban modelling. In this paper, we argue that participatory social simulation can be used to solve these emerging challenges in mobility planning. We identify the functionalities that such a tool should have when supporting integrated mobility planning. Drawing on a transdisciplinary case study situated in Potsdam, Germany, we address through interviews and workshops stakeholders’ needs and expectations and present the requirements of an actionable tool for practitioners. As a result, we present three main challenges for participatory, simulation-based transport planning, including: (1) enhancement of the visioning process by testing stakeholders’ ideas under different scenarios and conditions to visualise complex urban relationships; (2) promotion of collective exchange as means to support stakeholder communication; and (3) credibility increase by early stakeholder engagement with model development. We discuss how our participatory modelling approach helps us to better understand the gaps in the knowledge of the planning process and present the coming steps of the project.
This research investigated how German-speaking children learn color words, both in terms of centroid mappings and boundary delineation, and how they construct the color lexicon as a connected system. The results were compared to those of Japanese children to draw insights on general mechanisms that underlie the acquisition of words in the color lexicon. For both languages, input frequency and category size contributed to the ease of learning. In contrast, in both language groups, naming (in)consistency in adults predicted the adult-like boundary delineation.
Creative coding is a form of postdigital art that uses programming to solve esthetical problems, subordinating functionality to expression. It often comes with rather uncommon usage patterns of coding, going beyond technologies' affordances and finding ways of appropriating them in an individual way and in exchange with others. The learning ecologies GitHub, Stack Overflow, and Pouët present digital infrastructures that curate and support such appropriation-related activities. The paper presents a qualitative analysis of the structure of these spaces, and the appropriation-related communication taking place. It shows how crucial the varying designs of the learning ecologies and the implemented interaction possibilities are for the appropriation activities taking place and draws a line to the desire for stronger participation in postdigital curation.
Curatorial activities provide (infra)structure and meaning to artworks through the selection and combination of different pieces and their public display. Therefore the way context is added shapes people’s perspective towards art. (Post-)digital art and online exhibitions come with specific constraints concerning curation and have a potential to overcome the hierarchies between curators, artists and visitors. In discussing selected digital exhibition formats from the 1990s until today, the article illustrates how the genre has evolved in response to technological changes and concepts of democratization as well as user involvement. Looking at the online exhibition “UN/NATURAL SURROGATES” (2019) the article opens up a perspective towards meta-curating that allows to conceive (online) exhibitions as a means of reflecting on curatorial processes in the postdigital era.
Post-digital fairy tales
(2021)
How can Interactive Digital Narratives (IDNs) be employed to reflect on and understand post-digital society and its challenges? To discuss such a complex matter, object of our investigation through the years, we rely on the results of an experimentation that used fairy tales as a starting point for opening up imagination and increasing the distance to everyday life and typical media usage behavior. The activity “Postdigital Fairy Tales” was conducted at Politecnico di Milano, bringing together 45 students in Communication Design for five full days of intensive experimentation. We explored the practice of crafting and developing interactive narratives that analyze societal twists and shifts due to digitalization by remixing traditional fairy tale narratives with aspects of our post-digital era. For this reason we chose to focus on Instagram and to exploit its affordances. The results show how IDNs can be used to question digital media usage with regard to patterns of aesthetics and interaction modes, and to analyse the wicked problems associated with digitalization.
un/natural surrogates
(2021)
The visual essay is an extension of the 2019 online exhibition un/natural surrogates which was created as part of the research project "Postdigital Art Practices in Cultural Education". The essay contrasts thirteen artworks from that show with thirteen newly selected artworks from the last seventy years, based on aesthetic similarities, parallels in the subject matter, and other related characteristics of the works. In doing so, an ahistorical story without -isms is offered.
Human thought can be characterised as being situated in the ‘space of reasons’. That is to say that human thought is guided by the norms of theoretical and practical rationality which, in turn, enable autonomous thinking. But how do children learn to navigate the space of reasons? Building on the work of Tugendhat and Bakhurst, among others, we argue, first, that this process involves the acquisition of propositional thought and that it is an essentially social one in which both children and adults take an active role. Second, and more specifically, by drawing on Brandom's theory of meaning, we provide a philosophical analysis of empirical findings with respect to the efficacy of ‘Sustained Shared Thinking’ (SST) in early educational settings. We argue that the efficacy of SST is based on its emphasising, modelling and practising those elements of communication that are essential for gaining proficiency in ‘playing the game of giving and asking for reasons’, namely drawing inferences between propositions and concepts and providing justifications for one's assertions. This is achieved by making explicit the inferential relationships between concepts and propositions and by the use of modal and doxastic markers that function as an invitation to a joint search for reasons.
We compared event-related potentials during sentence reading, using impression formation equations of a model of affective coherence, to investigate the role of affective content processing during meaning making. The model of Affect Control Theory (ACT; Heise, 1979, 2007) predicts and quantifies the degree to which social interactions deflect from prevailing social norms and values - based on the affective meanings of involved concepts. We tested whether this model can predict the amplitude of brain waves traditionally associated with semantic processing. To this end, we visually presented sentences describing basic subject-verb-object social interactions and measured event-related potentials for final words of sentences from three different conditions of affective deflection (low, medium, high) as computed by a variant of the ACT model (Schröder, 2011). Sentence stimuli were closely controlled across conditions for alternate semantic dimensions such as contextual constraints, cloze probabilities, co-occurrences of subject-object and verb-object relations. Personality characteristics (schizotypy, Big Five) were assessed to account for individual differences, assumed to influence emotion-language interactions in information processing. Affective deflection provoked increased negativity of ERP waves during the P2/N2 and N400 components. Our data suggest that affective incoherence is perceived as conflicting information interfering with early semantic processing and that increased respective processing demands – in particular in the case of medium violations of social norms - linger on until the N400 time window classically associated with the integration of concepts into embedding context. We conclude from these results that affective meanings influence basic stages of meaning making.
The idea that a simple execution of an innovation invented by actors other than those who are expected to apply it is not likely to take place is a truism. We assume, however, in this paper the idea of a discursive production of knowledge on the application of an innovation across different levels of the education system. We aim to shed light on an innovation’s ‘journey’ from educational policy over training providers to teams of professionals in early childhood education and care (ECEC). By investigating knowledge and emotions associated with the introduction of an intended innovation using the example of “stimulation interactions” in day care-centers, the paper contributes to research on the transfer of innovations in education. To better understand challenges occurring during the transfer of innovations, we triangulate methods from discourse theory (coding techniques based on GTM) and cognitive science, namely cognitive-affective mapping (according to the scholarly conventions). The data corpus includes educational plans (N = 2), in-service training programs (N = 123) and group discussions of pedagogical teams (N = 6) who participated in an in-service training on the subject, stimulating interaction. Findings underline that similar messages from the inventors on the educational policy level are received and processed heterogeneously by the teams of pedagogues as a result of their preexisting views, routine practices and experiences with intended innovations through in-service trainings. Besides, a diffuse mixture of competing and contradictory information is communicated to the professionals and, hence, collides with the in-service training providers’ and educational policy actors’ expectations on the processing of the intended innovation. Specific knowledge elements and their valences are diametrically opposed to each other. Dissonances like these are considered as obstacles to social innovation. The obstacles are caused by the lack of a ‘common language’ beyond all levels. Hence, policy-makers and in-service-training providers should anticipate the supportive as well as competing knowledge-emotional complexes of professionals and take these into account when communicating an intended innovation.
Adult-child interactions can support children's development and are established as predictors of program quality in early childhood settings. However, the linguistic components that constitute positive interactions have not yet been studied in detail. This study investigates the effects of hypotheses proposed by adults on children's responses in a dyadic picture-book viewing situation. In 2 experiments, adults’ use of hypotheses (e.g., “Maybe this is a dwarf's door”) was tested against the use of instructive statements (“This is a dwarf's door”) and in combination with open questions (“What do you think, why is the door so small?”). In Experiment 1, hypotheses differed from instructions only by the modal marker “maybe”. Children's responses to hypotheses were longer and contained more self-generated explanations as compared to responses to instructions. The use of hypotheses also seemed to encourage children to attach more importance to their own explanations. In Experiment 2, combining hypotheses with open-ended why questions elicited longer responses but no more self-generated explanations in children than open-ended questions alone. Results indicate that subtle differences in adults’ utterances can directly influence children's reasoning and children's contributions to dialogues.
A topology of groups
(2020)
In this work, we study the collaboration patterns of open source software projects on GitHub by analyzing the pull request submissions and acceptances of repositories. We develop a group typology based on the structural properties of the corresponding directed graphs, and analyze how the topology is connected to the repositorys collective identity, hierarchy, productivity, popularity, resilience and stability. These analyses indicate significant differences between group types and thereby provide valuable insights on how to effectively organize collaborative software development. Identifying the mechanisms that underlie self-organized collaboration on digital platforms is important not just to better understand open source software development but also all other decentralized and digital work environments, a setting widely regarded as a key feature of the future work place.
The interplay between intuitive and deliberative processing is known to be important for human decision making. As independent modes, intuitive processes can take on many forms from associative to constructive, while deliberative processes often rely on some notion of decision theoretic rationality or pattern matching. Dual process models attempt to unify these two modes based on parallel constraint networks or on socially or emotionally oriented adjustments to utility functions. This paper presents a new kind of dual process model that unifies decision theoretic deliberative reasoning with intuitive reasoning based on shared cultural affective meanings in a single Bayesian sequential model. Agents constructed according to this unified model are motivated by a combination of affective alignment (intuitive) and decision theoretic reasoning (deliberative), trading the two off as a function of the uncertainty or unpredictability of the situation. The model also provides a theoretical bridge between decision-making research and sociological symbolic interactionism. Starting with a high-level view of existing models, we advance Bayesian Affect Control Theory (BayesACT) as a promising new type of dual process model that explicitly and optimally (in the Bayesian sense) trades off motivation, action, beliefs and utility. We demonstrate a key component of the model as being sufficient to account for some aspects of classic cognitive biases about fairness and dissonance, and outline how this new theory relates to parallel constraint satisfaction models.