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Which clippings match 'Nonverbal Cues' keyword pg.1 of 1
19 OCTOBER 2015

Computer-Mediated Communication

"While computer-mediated communication use and research are proliferating rapidly, findings offer contrasting images regarding the interpersonal character of this technology. Research trends over the history of these media are reviewed with observations across trends suggested so as to provide integrative principles with which to apply media to different circumstances. First, the notion that the media reduce personal influences—their impersonal effects—is reviewed. Newer theories and research are noted explaining normative 'interpersonal' uses of the media. From this vantage point, recognizing that impersonal communication is sometimes advantageous, strategies for the intentional depersonalization of media use are inferred, with implications for Group Decision Support Systems effects. Additionally, recognizing that media sometimes facilitate communication that surpasses normal interpersonal levels, a new perspective on 'hyperpersonal' communication is introduced. Subprocesses are discussed pertaining to receivers, senders, channels, and feedback elements in computer-mediated communication that may enhance impressions and interpersonal relations."

(Joseph Walther, 1996)

Walther, J. (1996). "Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction." Communication Research 23 February: 3-43.

TAGS

1996 • channel expansion theory • computer-mediated communication (CMC)computer-mediated interaction • cues-filtered-out • efficiency framework • electronic propinquity • electronic propinquity theory • experiential and perceptual CMC theories • face-to-face interaction • human behaviour in cyberspace • hyperpersonal model of CMC • interpersonal communication • interpersonal relations • Jochen Peter • Joseph Walther • Marjolijn Antheunis • media richness theory • mediated interactionnonverbal cues • Patti Valkenburg • propinquity • SIDE model • signaling theory • social identity model of deindividuation effects • social influence theory • social information processing (SIP) • social presence theory • teleconferencing research • videoconferencing • warranting • Yair Amichai-Hamburger

CONTRIBUTOR

Simon Perkins
30 JUNE 2011

Robbie Cooper's Immersion project

"Immersion is a project that records video of people 'through the screen' as they play games, use the internet and watch TV. There's three of us involved in the actual production of the footage– Andrew Wiggins is a camera man based in London, whilst Charly Smith is a First Assistant Director, also based in London. In 2010 we'll be working with the Media Center at Bournemouth University, on an 18 month study called 'War and Leisure', of teenagers and war in the media. Using the Facial Action Coding System, developed by Paul Ekman, we'll be analysing the reactions of teenagers to war in video games, movies, news footage, documentaries and online video. Outside of this study we're also filming people consuming a range of media– everything from the shopping channel, porn, sports, to programming created for babies."

(Robbie Cooper)

Fig.1 Cooper, R. (2010). "Immersion". Bradford, National Media Museum.

1

TAGS

absorptionaddiction • analysing reactions • Andrew Wiggins • applied researchBournemouth UniversityBournemouth University Media School • Charly Smith • consumptionengrossmentface • Facial Action Coding System • facial nuancefilming peoplegestureimmersion • Immersion Project (2010) • internet use • intimacyliving picturesmicro expressionsmicroexpressionNational Media Museumnonverbal cuesobservation • Paul Ekman • play games • playing video gamesportraiturereaction video • Robbie Cooper • shopping channel • surveillanceteenagers • through the screen • viewing porn • visual spectaclevoyeurism • War and Leisure • war documentaries • war in news footage • war in the media • war in video games • war movies • watch TV • watching • watching online video • watching sports • watching television

CONTRIBUTOR

Simon Perkins
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