The ICCA2018 conference, running in Loughborough (UK) at the time of posting this, hosted a panel yesterday on “orders of mediated interaction” which was co-organized by members of the MOOD network: Anna Spagnolli, Illka Arminen, Christian Licoppe, Jo Meredith and Wyke Stommel. Unintentionally, videomediated interaction was at the center of attention. I’ll briefly mention three different presentations:
Mobile pickups: how to talk about what is going on inside your phone? By Sanna Tiilikainend & Ilkka Arminen
This talk dealt with teams of knowledge collaboratively working on a design for a t-shirt. The team included one remote member, who participated through video-technology and they used mobile phones with access to a shared domain on the screen. The presentation was about how actions on the phone overlapped with actions in the room/in the remote participant’s space (on the screen) and whether or not they had an impact on the progressivity of the session. Guess what: some supported the team’s work, while others led to time-consuming repair work.
Non-verbal indication of trouble in video mediated, interpreted hospital meetings, by Jessica PB Hansen
In this presentation we saw exciting recordings of medical interactions supported by an interpreter participating through a videoconnection. The extremely valuable aspect of this project is that recordings have been made both in the hospital consultation room and at the interpreter’s site. This allows for finegrained comparison of, among other things, the length of silences, the visibility of gestures and thus potential consequences of the mediated nature for the interaction on the sequential level (e.g., whether a certain turn is other-initiated repair in response to a head movement or an increment/ self-initiated repair depending on the interpreter’s or the doctor’s perspective). Imagine doing this kind of analysis on multiparty videoconferencing sessions with participants joining in each from their own location!
The Spectator as coach: video game interactions, by Isabel Colon De Carvajal & Heike Baldauf-Quilliatre
This presentation focused on advice giving and seeking during videogaming. It appeared that the spectator frequently acted as a coach, providing combinations of instructions and suggestions on how to (best) play the game. It was interesting to see how the players usually accepted the advice, acknowledging the suggestions as supportive social actions, while there is a chance players would treat them as interference with their game (probably depending on their novity to the game). Maybe, playing videogames is a more socially oriented activity than I thought.
The conference offers/ed a few other MOOD-relevant papers, including an analysis of counseling sessions through video, which can be found in the programme provided through the conference website