Foto personale

Pagina personale di Patrick John COPPOCK

Dipartimento di Comunicazione ed Economia

Patrick j. Coppock ( 2014 ) - Interactivity + Playfulness How to Do Things With Images in Ludic and Social Media - LEXIA - n. volume 17-18 2014 - pp. da 725 a 743 ISSN: 1720-5298 [Articolo in rivista (262) - Articolo su rivista]
Abstract

This article explores the ludic interface design potential of com- bining interactivity and playfulness, where the former term is under- stood as some specific type, degree or quality of interaction possessed by a component, or aspect, of some interactional system, be it hu- man–human, human–machine, or human–environment, and where the latter term is understood as a disposition to discover, or create (also together with others), opportunities for amusement. To this end we interrogate in some detail the notions of interaction and interactivity, with amongst other things reference to a classical approach to studying different forms of human interactions in cultural and material environ- ments: Symbolic Interactionism, passing from there to more recent approaches to human–machine interaction. Then follows a brief look at how the fields of media convergence and media ecology studies were developed on the basis of a marriage of ideas from traditional ecolog- ical sciences, coupled with currents from cultural semiotics, cultural studies and new media studies, ending up with the contemporary field of new media literacies, where the main emphasis is on participatory culture, where media consumers are increasingly invited by media con- tent producers to participate in the creation and circulation of reworked, re–contextualised, digital content. This is followed by a brief look at some current principles for interaction and interactivity design as a cultural process, where the focus is on developing systems that offer affordances that tend to maximise the agency of interactors, the latter a preferred term in relation to the earlier more commonly used term “user”. The next section interrogates some criteria commonly used by interactivity design professionals for defining and evaluating the degree of playful- ness inherent in any given communication or interaction situation (or system), with special emphasis given to discussion of the rhetorically based procedural logic models used by designers of so–called persuasive   Patrick J. Coppock videogames, that aim to stimulate players to reflect on critical personal, social and cultural issues, both during and after play. This leads into a brief discussion of the recent tendency in international game studies and esthetics circles to consider video games as new media art forms, with a particular interactive component not so common in traditional art forms. The paper is rounded off by a look at how interactivity, play- fulness, creativity, innovation today interrelate closely with one another in the design, diffusion and private and (increasingly) public use of ad- vanced forms of largely image based ludic interfaces that will contribute over time to increasing our accessibility to, and competencies regarding, desired interactions with, and serious uses of complex sophisticated technical systems and services, while hopefully nurturing our creativity and innovation potential as interactors, and our future opportunities for self– (and other–) realization.

Patrick J. Coppock ( 2014 ) - Ludic and Social Media Interaction Design Principles in Smart City Development ( - Semiotics and Visual Communication: Concepts and Practices ) (Cambridge Scholars Publishing Newcastle upon Tyne GBR ) - pp. da 110 a 125 ISBN: 1443854689; 9781443854689 | 9781443854689 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

This paper focuses on how ludic and social media interaction design principles (Murray, 2012), may be useful for mapping, planning, designing and realizing people-friendly urban spaces in Smart(er) Cities. This latter concept has been in focus for some time, as evidenced in 2011 by inserts and articles in the International Herald Tribune highlighting a cluster of cities: Auckland, Berlin, Barcelona, Cape Town, Copenhagen, Curitiba, Montreal, Santiago, Shanghai and Vilnius all envisioning future development policies in Smart City terms. That same year, the prominent Italian economic broadsheet Il Sole 24, dedicated a special number of its weekend innovation supplement Nòva, to ideas and agendas for Smarter Cities.

Patrick Coppock; Gabriele Ferri ( 2013 ) - Serious Urban Games: From Play in the City to Play for the City ( - Media and the City. Urbanism, Technology and Communication ) (Cambridge Scholars Publishing Newcastle upon Tyne GBR ) - pp. da 120 a 134 ISBN: 144384943X; 9781443849432 | 9781443849432 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

The academic study of playful activities has rapidly gained relevance over the past ten years and given birth to an interdisciplinary field known as Game Studies. In that context, a small but promising research area deals with interactions between game design, urban planning and socially relevant issues such as urban rehabilitation, innovation, integration, inclusion and civic engagement. We believe that digital and non-digital ludic practices in urban spaces offer countless untapped potentialities for the promotion of active, responsible forms of citizenship, awareness- raising on key sociocultural and political issues and the promotion of more participative urban design and development processes. To map a possible direction for future research, we will discuss some features of ludic activities designed to motivate players to interact with their surrounding urban space and fellow citizens in positive ways. We will describe two ludic genres: Serious Games and Urban Games, the overlapping of which defines an emergent Serious Urban Games sub- genre. As a first step towards a more extensive analysis, we shall then detail two key tendencies in Serious Urban Game Design using some examples to argue for the relevance and usefulness of designing, organising and studying playful activities in metropolitan areas.

P. Coppock ( 2012 ) - Are computer games real? Process, Interaction and meaning in past, present and future possible worlds. ( - The Philosophy of Computer Games ) (Springer Verlag Dordrect, Heidelberg, New York, London DEU ) - n. volume Volume 7 - pp. da 259 a 277 ISBN: 9789400742482; 9789400742499 | 9789400742499 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and objects that inhabit them, and the particular forms of (in-ter)action they invite players to engage in, digital games manage to involve large numbers of players for extended periods of time in forms of play, either alone or together with others. At the same time, they allow players to enter or leave the game at any time, and to decide from moment to moment whether they are willing to accept the consequences of following, or not following, the game rules as they play. These factual realities of gaming activities alone create a considerable poten-tial for negotiable real world consequences for players, depending on how serious-ly they take the experiential and other outcomes of games they play, the amount of time they spend playing, and whether or not real world material, economic or oth-er cultural values are at stake for them while playing, winning or losing a game, and so on. If we are willing to accept that playing computer games is a real world activity with potential real life consequences for players – i.e. that there may exist experi-enceable, meaningful effects of play activity that are mutually recognisable, inter-subjectively negotiable and ethically appraisable in relation to known systems of cultural values – then why can we not simply say that the fictional worlds generat-ed by these advanced technological artifacts, designed to facilitate player engage-ment and investments of time and energy in what appears to go on in these worlds, are real too, since they clearly constitute an integral part of our everyday experi-ence of the larger cultural reality we live in and are part of? In what follows, we shall investigate to what extent it is possible to objectively qualify and quantify what we – for the time being – shall refer to here as the im-plicit reality of computer games and their fictional worlds. One way of approach-ing this issue is to seek to ascribe to computer games a hybrid ontological status as mediated cultural artifacts. This hybrid ontological character derives from the fact that computer games possess sets of characteristics that allow certain aspects of their reality to be categorized as tangible cultural artifacts and other aspects as in-tangible cultural artifacts.

O. Tapio Leino; O. Asheim; E. Cabanes; G. Calleja; P. Coppock; A. Leirfall; J.R. Sageng ( 2012 ) - 6th International Conference on the Philosophy of Computer Games: The Nature of Player Experience [Esposizione (290) - Esposizione]
Abstract

We hereby invite scholars in any field of studies who take a professional interest in the philosophy of computer games to submit papers to the 6th International Conference on the Philosophy of Computer Games, to be held in Madrid, Spain, on January 29th-31st 2012. Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will refer to specific examples from computer games rather than merely invoke them in general terms. The over-arching theme of the conference is The Nature of Player Experience. Over the past decade, the topic of player experience has attracted attention from a multitude of disciplines and practices focusing on computer games. For this conference, we are soliciting proposals that examine the philosophical underpinnings of player experience from a variety of perspectives, including but not limited to those mentioned below. Imagination and interpretation. World, space and experience. Technology, process, and experience. Experience of time in computer game play. Embodiment and player experience. Emotions and player experience. Perspectives on aesthetics and player experience. Perspectives on ethics and player experience. Methodological and epistemological considerations on studying player experience. We invite abstracts of maximum 1000 words including bibliography. If your submission falls under one or more headings, please indicate which ones. The extended deadline for submissions is 17:00 GMT, October 15th, 2011. Please submit your abstract in PDF format throughhttp://review.gamephilosophy.org/. All submitted abstracts will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this. Some papers may be accepted for alternative forms of presentation, such as poster sessions, workshops, or demonstrations. A full paper draft must then be submitted by January 1st, 2012 and will be made available on the conference website. There will be an opportunity to revise the paper after the conference. Notification of accepted submissions will be sent out by November 15th, 2011. Olav Asheim. Euridice Cabanes. Gordon Calleja. Patrick Coppock. Olli Tapio Leino, program committee chair. Anita Leirfall. Daniel Parente. John Richard Sageng. This conference will be organised in conjunction with Madrid Game Conference. This site will be updated with more details during September, please do check back. In the meantime, if you have any questions, please contact the program committee at gamephilosophy2012.pc@gmail.com..

P. Coppock ( 2011 ) - Facebook: un gioco o qualcos’altro? - IL SOLE 24 ORE - n. volume Dicembre n. 36 - pp. da 161 a 161 ISSN: 0391-786X [Articolo in rivista (262) - Articolo su rivista]
Abstract

“This is a game” (TIAG) e “This is not a game” (TINAG). Sarebbe questa la prima fondamentale distinzione per i giocatori, almeno secondo Jane McGonigal, una delle più interessanti e innovative ricercatrici in campo internazionale sui giochi trasformativi: “Games for Change”, nonché ideatrice di una lunga serie di Alternative (o Augmented) Reality Games orientati all’impegno sociale, come World Without Oil e Urgent Evoke: A Crash Course in Changing the World , quest’ultimo in collaborazione con il World Bank Institute. Questa distinzione, che è di ordine esperienziale, emozionale e cognitivo, è particolarmente rilevante quando i giocatori provano un senso di dubbio e incertezza su ciò che stanno facendo in un certo momento: stanno davvero giocando o stanno facendo qualcos’altro completamente diverso, durante un’attività che sembrava all'inizio essere ludica? La distinzione tra TIAG e TINAG è rilevante anche per capire, almeno in parte, il grande fascino e attrazione popolare dei social media, come Facebook e Twitter.

P. Coppock; G. Ferri; A. Meneghelli; D. Compagno ( 2011 ) - Glocal Newsgaming Barcamp [Esposizione (290) - Esposizione]
Abstract

Dal sito web dell'iniziativa: http://www.play-modena.it/?eventi=glocal-newsgaming-barcampÈ possibile fare giornalismo, informazione, satira usando una forma ludica? Questa la domanda che guiderà i partecipanti a Glocal Newsgaming Barcamp, un incontro di dialogo aperto tra giornalisti, game designer, ricercatori, studenti e giocatori. Sarà un’occasione per esplorare i molti modi in cui il gioco, elettronico o tradizionale, può intrecciarsi con il mondo del giornalismo, della critica sociale e della memoria storica.Professionisti, ricercatori e giocatori potranno così ragionare insieme sulle potenzialità del newsgaming, un nuovo modo di fare informazione, critica e satira che, sfruttando l’interattività e il piacere del gioco, stimola la partecipazione attiva degli utenti. A differenza del giornalismo tradizionale – che propone notizie, commenti e informazioni in modo unidirezionale – un newsgame mette in scena realtà, situazioni e problemi del mondo contemporaneo, lasciando al giocatore la libertà di sperimentare la simulazione per elaborare un proprio pensiero critico.I partecipanti, seduti attorno a un tavolo in piccoli gruppi, potranno discutere tra loro; ogni trenta minuti i gruppi di discussione verranno riorganizzati, consentendo così di confrontarsi con un numero ampio di persone.Glocal Newsgaming Barcamp è stato realizzato grazie al patrocinio e contributo economico della Fondazione Cassa di Risparmio di Modena, e del Dipartimento Comunicazione dell’Università degli Studi di Modena e Regio Emilia.

P. Coppock ( 2011 ) - Il Significato Culturale del Giochi daTavolo - TANGRAM - n. volume Anno X, n. 27, 2011 - pp. da 18 a 21 ISSN: 1723-9109 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Utilizzando come “case studies” i tre giochi di Waddingtons: Monopoly, Scoop e Go, l'articolo si presenta alcuni raggionamenti brevi intorno i seguenti cinque domande:1. Che ruolo nello sviluppo di senso comune, o, per dirlo diversamente: “effetti” di significazione possiamo attribuire a giochi da tavola di questo genere?2. La nostra partecipazione a questi giochi può, per esempio, contribuire a cambiare in modi fondamentali come vediamo il mondo, lo sviluppo delle nostre identità, il nostro senso di essere un “io” in continua mutazione, i rapporti quotidiani con gli altri, vicino e lontano, inun mondo sempre più “globalizzante”?3. Quali aspetti delle nostre identità individuali e collettivi, se non del tutto, possiamo eventualmente influenzare o sviluppare, attraverso la nostra partecipazione a giochi da tavolo?4. E’ possibile che l’attività di gioco al tavolo può influenzare i nostri sentimenti e conoscenze più profondi, le nostre concezioni di ciò che costituisce la cultura, il nostro ruolo nellasocietà, come il mondo può fosse essere, e può fosse funzionare nel futuro?5. E’ forse semplicemente che il gioco funziona come un tipo di rispecchiamento ludico di alcune queste configurazioni di vaghi sentimenti, concetti e idee che abbiamo già imparato, o che stiamo ancora imparando, tramite altri canali sociali?Concluda con l’ipotesi che è l’aspetto sociale e interpersonale delle pratiche del gioco che sta sempre in prima linea quando giocamo. Impariamo molto a livello meta-comunicativo – rendendoci conto, per esempio, di come i co-giocatori (e noi) hanno riagito alle sfide e successi (o sconfitte) regalati del gioco, come condividono le sue opinioni su queste esperienze, e come tutti elementi ludici gli interagiscono simultaneamente tra loro, con noi, e con il gioco stesso in processo. Le strategie ludiche del gioco, le conoscenze e pratiche interpersonali e sociali connesse a queste attività sono, quindi, intimamente intrecciati. La cosa più importante è di saper fare come si “sta al gioco” nella vita insieme con gli altri con cui condividiamo il mondo.

P. Coppock ( 2011 ) - Moral Agency, Democracy and Social Network Facilitated Decision-Making - E/C - n. volume E|C Serie Speciale · Anno V, n. 9, 2011 - pp. da 73 a 82 ISSN: 1970-7452 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Clearly, we will never arrive at a perfect situation where every single vital decision-making process we take part in at all levels of individual or collective, (cultural, social, financial, political and so on) significance, can be guaranteed ad hoc not to have any possible negative future consequences for ourselves, those we hold dear, or for an unspecified multitude of co-present or non co-present forms of otherness. What is important however – and this is where the notion of Moral Agency most usefully may be brought into play – is that if we are willing to do so, we will have an increasing number of opportunities to recognise, share information about, and seek to learn from, our most glaring errors of judgement during all kinds of decision making processes we become involved in as individuals or groups. This can most easily be managed by asking ourselves, as often as possible: “ought this to have occurred?” In the event of us receiving a clear negative response from our community to this question, we must be prepared to activate other possible forms of (individual and collective) agency in the most effective ways possible in order to avoid something remotely similar to this occurring even one more time in the future. An interesting question today, is where it might be feasible for such forms of moral agency to be employed and exercised? The increasing digitalisation and “glocalisation” of governance institutions and practices, and also of our more traditional personal and social networks is opening up new fields of play in this connection. Actual world local, regional and national networks both large and small are beginning to create new, increasingly dynamic links with one another, and are converging and merging more and more with the newer forms of digitally remediated social networks also mentioned above, which have a more global reach and constructed and managed largely online. These hybrid combinations of traditional person-to-person and digitally remediated social networks, though the latter are in their infancy, and still considered by many as constituting merely ludic, “non-serious”, cultural genius loci, have already begun to show they can have a powerful moral potential by enabling individuals in local communities to enact, in increasingly efficient ways, radical forms of cultural and political action that may have repercussions at regional, national and even transnational levels. This was effectively demonstrated by the deployment of a mix of e-mail, web-logs, YouTube, Facebook and Twitter as core organizational components of the successful Barack Obama 2008-2009 election campaign. Their combined ability to reach deep down into, and create spontaneous, dynamic linkages and relations between, the everyday lives of individual voters at very local levels of action and meaning has, in a sense, contributed to showing how we can manage to bridge the pragmatic divide between physical and “virtual” forms of action, so that one medium complements the other as instruments for exercise of our democratic rights, and also our considerable human capacity to act in reasonable ways as moral agents.

P. Coppock ( 2011 ) - Sacralità e Tragedia in Angry Birds - IL SOLE 24 ORE - n. volume 34 Ottobre 2011 - pp. da 224 a 224 ISSN: 0391-786X [Articolo in rivista (262) - Articolo su rivista]
Abstract

Nel 1938 il grande studioso olandese del gioco Johan Huizinga, nel suo libro Homo ludens; a study of the play-element in culture, sosteneva che – visto che non c’è una sostanziale differenza tra gioco e rituale – lo spazio consacrato non può essere formalmente distinto dallo spazio del gioco. “L'arena”, continuava Huizinga, “il tavolo da gioco, il cerchio magico, il tempio, il palcoscenico, lo schermo, il campo da tennis, la corte di giustizia, ecc., sono tutti, per forma e funzione, play-motives, cioè luoghi proibiti, isolati, coperti e santificati, all'interno dei quali valgono regole speciali. Sono tutti mondi temporanei all'interno del mondo ordinario, in cui si assiste alla performance di un atto a parte.”Vediamo ora di descrivere cosa deve fare il giocatore di Angry Birds – uno dei casual games oggi più popolari nel mondo – durante il gioco, considerando soprattutto la nozione di sacralità dello spazio del gioco introdotta da Huizinga

G. Calleja; J. R. Sageng; P. Coppock; S. Giddings; S. Günzel; I. Bogost; A. Leirfall; Y. Skarpelos ( 2011 ) - The Philospphy opf Computher Games 2011 [Esposizione (290) - Esposizione]
Abstract

Conference website: http://2011.gamephilosophy.org/Call for Papers: We hereby invite scholars in any field of studies who take a professional interest in the phenomenon of computer games to submit papers to the international conference “The Philosophy of Computer Games 2011″, to be held in Athens, Greece, on April 6th-9th 2011.Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will also attempt to use specific examples rather than merely invoke “computer games” in general terms. The over-arching theme of the conference is Player Identity. Papers are encouraged to explore one of the following topics and invited speakers will focus on this area. On the other hand, this is not the sole domain the conference will cover and submissions dealing with other relevant aspects of game philosophy are also welcome.Player-Avatar IdentityIn describing gameplay there seems to be a presumed identity-relation between the player and her avatar. What an avatar does can be taken to be what the player does, and what happens to the avatar can be taken to happen to the player. This presumption even makes it possible for a player to point to her avatar and claim “that is me”.What is the nature of the reported identity-relation between player and avatar either as a cognitive relation (such as the construction of one’s self-image and projected intentionality), as a form of embodiment or as a metaphysical relation capable of directly extending personal identity to the avatar?Identity and Conceptions of the SelfModern philosophy offers various models and critiques of the self (and the ‘other’) through the work of Descartes, Husserl, Wittgenstein etc. Computer games – explicitly as well as implicitly – adopt these models and offer interactive representations of self-models that can be acted out and thereby evaluated.What are the affinities between such philosophical models of the self and the structural elements of computer games? Do the models express or contradict the structures?Identity and ImmersionIssues of identity in virtual environments, and consequently in digital games, have been discussed primarily from the perspective of the opportunities for formation, experimentation and expression of social identity. These discussions importantly highlight the role that games play in re-writing identity through digital gameplay. The focus here is on the presentation of self to others in a virtual environment. This addresses one aspect of immersion, namely the increased sense of inhabiting the environment by virtue of others being aware of the player within the environment.We invite papers on a second, equally important aspect of immersion-as-habitation: the effect that this sense of habitation of virtual environments has on the self. What is the influence on player identity of absorbing into consciousness a game-world and its inhabitants?Identity, Artifacts and MemoryRecent philosophical (and technological) studies of ontologies for digital documentation and archiving practices connected with the coding and verification of personal, collective, artefactual and other cultural identities make it of pressing interest to examine the role of gameplay activities and digital artefacts that represent new forms of cultural capital. These can be viewed as traces of an ongoing narrative construction of individual and collective memories and identities deposited in game worlds.How is the construction, during gameplay, of individual and collective gameplay identities, memories and forms of gaming capital, related to eventual digital artefacts that derive from such activities?Your abstract should not exceed 1000 words including bibliography. If your submission falls under one of the four headings, please indicate which one.Deadline for submissions is 17.00 GMT, February 1st, 2011. Send your abstract to submissions@gamephilosophy.org.All submitted abstract

P. Coppock ( 2011 ) - Transmedialità e convergenze tra forme di narrazione, nella letteratura, nel cinema e nei giochi digitali ( Fate il vostro gioco. Cinema e videogame nella rete: pratiche di contaminazione - Venezia - 19 novembre 2010) ( - Fate il vostro gioco. Cinema e videogame nella rete: pratiche di contaminazione ) (Terra Ferma Crocetta del Montello ITA ) - pp. da 60 a 70 ISBN: 9788863221411 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

L’articolo sofferma da una parte sulla dimensione narrative del gioco, osservandola in relazione ad altri forme testuali, tra cui cinema e letteratura, e ai meccanismi enunciativi e interpretative ad esse sortesi; dal altra sugli aspetti ludicità della narratività e più in generale della cultura, mostrando come il gioco possa ricestire un ruolo chiave nelle pratiche sociali e interpersonali: atteggiamenti giocosi possono intervenire in situazioni (anche serie e complesse) della vita quotidiana, riorientandone i frames concettuali ed emozionali, e sortendo effetti positivi di risoluzione dei conflitti. Nello stesso tempo continui spostamenti cognitivi tra il mondo ludico e quello della realtà possono verificarsi in giochi come gli Alternate o Augmented Reality Games (ARG’s), in cui meccanismi interni al gioco si manifestano ai giocatori in momenti non propriamente ludici, nel corso della vita “ordinaria”, provocando un – piacevole – senso di disorientamento. Si mostra dunque come i limiti del “cerchio magico” si rivelino più labili di quel che sembra, e come ciò sia tanto più vero nel contesto contemporaneo, in cui le pratiche di fruizione sono caratterizzate da un’interazione strutturata secondo dinamiche ludiche (come quelle previste dai social network), e da un attraversamento di testi e forme mediali differenti tutt’altro che privo di tratti giocosi.

P. Coppock ( 2010 ) - Amodal Perception and Hybrid Forms of Experienced Agency in Shared Multimodal Gameplay Space ( Forme e Formailizzazioni - Cagliari - 10-12 settembre 2009) ( - Forme e Formailizzazioni: Atti del XVI congresso nazionale, Cagliari, 10-12-settembre 2009 ) (CUEC Cagliari ITA ) - n. volume 07 - pp. da 137 a 156 ISBN: 9788884675972 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

This paper examines to what extent thinking about individual and social perceptual and sensorimotor experience as “enactive” (Noe 2004) may be of use in understanding what people all over the world experience as they take part in shared activities in interactive transworld, transmedia genius loci offered by online games like World of Warcraft, online fictional worlds like Second Life, and social networking instruments like Facebook.

P. Coppock ( 2010 ) - Developing Enactive Political Gameplay in Transworld, Transmedia Genius Loci ( Politica 2.0 : Memoria, Etica e Nuove Forme della Comunicazione Politica. 
XXXVII - Congresso dell’Associazione Italiana di Studi Semiotici
 - Università di Bologna - 23-25 ottobre 2009) - E/C - n. volume E/C Politica 2.0 http://www.ec-aiss.it/pages/atti_politica.html - pp. da 1 a 26 ISSN: 1970-7452 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

In this article we examine in some detail how contemporary digital interactive social media like Facebook, Twitter, YouTube, and interactive 3D fictional possible worlds3 like Second Life, Twinity and There, are stimulating new forms of remediated prosumer practices that can be seen as enabling the at-a-distance co-construction of more participatory political identities, by facilitating the cooper-i-tive creation, remixing, remaking and sharing of various kinds of digital user-generated content. We look more closely at what we mean when speaking of user-generated content in this specific context, and how such content is created, shared and recycled for use in political communication. We start by defining the term participatory political identities, used here to refer to personal and collective forms of identity that are remediated and constructed through enactive engagement of individuals and groups in personal, interpersonal and collective forms of political practice that aim to engage with, and influence using specially designed communicative strategies, the opinions, beliefs and actions of a multitude of co-present and non co-present others. These political practices may, for example, consist of commenting on or responding in negative, positive or neutral ways to "local" political discourses and message created and shared with us by co- present or non co-present others we may already know, in order to promote shared political ends. Subsequently, we may solicit other appraisals of these discourses and messages – together with our own comments or responses to these – from other non co-present political players we come into contact with in the more "global" sphere of remediated political communication facilitated by social media and fictional possible worlds like those mentioned above. Our focus here, then, is primarily on new forms of political practice that are instantiated through fruition of transworld, transmedia places and spaces and their genius loci – which are often conceived of, rightly or wrongly, as playful, or ludic in character.We suggest that our perception of these transworld transmedia places and spaces as ludic may be based on one of their more interesting characteristics: the fact they offer us access to particular types of enactive experience that blend – often in quite novel, engaging and entertaining ways – fragments of both our own, and non co-present others' experiences and memories of culturally constituted past, present and future narrative possible worlds.

P. Coppock ( 2010 ) - Navigare nei territori sconosciuti: Orienteering e Adventuring con le carte ( - Mitologie dello Sport. 40 saggi brevi ) (Edizioni Nuova Cultura Roma ITA ) - n. volume 3 - pp. da 108 a 118 ISBN: 9788861344273 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

Lo sport, e sommamente il calcio, nel nostro paese è uno dei temi pervasivi del discorso sociale. Dal vecchio Bar Sport nelle sue metamorfosi attuali fino all’ampio spazio mediale occupato dalla stampa specializzata e dalle corpose sezioni dedicate in quella normale, attese e pronostici, radio, tele e web cronache e infiniti commenti di partite, è difficile non percepire il sottofondo di questo rumore a tratti assordante, non finire imbottigliati nelle strade intasate dal traffico attorno allo stadio, non imbattersi in conversazioni o anche semplici allusioni fra tifosi, non essere coinvolti dal destino del ginocchio di un campione, del cuore spezzato da un altro, dei loro compensi milionari, dei loro gesti a tratti inconsulti, degli scandali, dalle morti e dalle resurrezioni. Non restare sbigottiti di fronte agli scoppi improvvisi di guerri- glia urbana provocati dai tifosi, ai morti sul campo. In Italia la «Gazzetta dello Sport» è uno dei quotidiani tuttora maggiormen- te venduti.Splendori e miserie di un mondo parallelo e penetrante, per chi crede di non esserne coinvolto. Del mondo vero, per chi ne fa o se ne sente parte. E naturalmente non c’è solo il calcio. Lo ri- corda la dimensione di evento globale assunto dalle Olimpiadi, la quantità e l’esotismo delle nuove discipline che ogni volta vi12Isabella Pezzinisono riconosciute. D’altra parte, stavolta nella dimensione dello sport come pratica, impressiona la diffusione capillare delle pale- stre e dei centri fitness, delle macchine per allenarsi in casa e in ufficio, delle persone che corrono per strada ovunque e in ogni stagione.Eppure, se certo non mancano studi e ricerche sui vari aspetti dello sport, dal punto di vista delle diverse discipline, la rifles- sione teorica su questi temi non sembra avere la centralità che meriterebbe. Forse perché lo sport è già troppo ed ovunque, e difficile è arginarne, organizzarne il campo? Il suo universo in- clude già un’imponente dimensione metasportiva, anche qui con i suoi poeti e prosatori, come rilevava Pier Paolo Pasolini? O non è piuttosto la fondamentale componente ludica, che si ritrae e re- siste davanti ad analisi troppo accademiche?

P. Coppock; D. Compagno; G. Ferri; A. Meneghelli; E. Lorenzetto ( 2010 ) - Playing the City/La città in gioco: Rethinking Urban Spaces through Alternate Reality Games (ARG) [Esposizione (290) - Esposizione]
Abstract

“Playing the City / La Città in Gioco” is an international symposium that will explore intersections between the study of urban practices and the design of new ludic forms of participation in civic life.Symposium website: http://www.tinyurl.com/playingthecityThe symposium aims to foster multiple connections between* internationally renowned designers of pervasive games* innovative researchers in ethnosemiotics* high-profile professionals in architecture and urban planning“Playing the City/ La Città in Gioco” will be hosted in the city of Modena by the convention “PLAY 2010-Festival del Gioco” [http://www.play-modena.it/] (13th, 14th March 2010), one of the oldest and most well-known gatherings of game players, creators and publishers in Italy, a thriving environment bringing together scholars, designers and active gamers. The symposium will consist of a set of brief keynotes followed by an ample open panel, designed to involve symposium participants as far as possible in the discussion.Program Committee:Patrick Coppock - Università di Modena e Reggio EmiliaDario Compagno - Università di SienaGabriele Ferri - Istituto Italiano di Scienze Umane (SUM) / Università di BolognaElena Lorenzetto - Istituto Italiano di Scienze Umane (SUM) / Università di BolognaAgata Meneghelli - Istituto Italiano di Scienze Umane (SUM) / Università di BolognaScientific Coordination:Department of Sociali, Cognitive a Quantitative Science, University of Modena and Reggio EmiliaThe Game Philosophy Research Initiative - game_philosophy@unimore: http://game.unimore.it/Follow PlayingTheCity on Facebook: http://www.facebook.com/pages/Modena-Italy/Playing-the-City-La-citta-in-gioco/367586011216?ref=tsFollow PlayingTheCity on Twitter: http://www.twitter.com/PlayingTheCity---La città in Gioco“La Città in Gioco / Playing the City” è un simposio internazionaleche esplorerà le intersezioni tra lo studio delle pratiche urbane e la progettazione di nuove forme ludiche di partecipazione alla vita cittadina.Sito web del symposium: http://www.tinyurl.com/playingthecityL’incontro vuole mettere in contatto:* designer di pervasive game di fama internazionale,* ricercatori italiani appartenenti al nuovo settore dell’etnosemiotica,* architetti e urbanisti di alto profilo professionale.Il simposio, della durata di un giorno, verrà ospitato nella città di Modena all’interno delle manifestazione “Play 2010 - Festival del Gioco” [http://www.play-modena.it/] (13-14 Marzo 2010), uno dei primi e dei più famosi festival dedicati al gioco in Italia, capace di raccogliere giocatori, creatori ed editori di giochi, e di creare un ambiente stimolante per l’incontro tra studiosi, designer e appassionati di giochi. L’evento prevede una parte dedicata agli interventi dei relatori, seguita da ampio spazio per un dibattito che coinvolga il più possibile il pubblico come parte attiva dell’incontro.Comitato Organizzativo:Patrick Coppock - Università di Modena e Reggio EmiliaDario Compagno - Università di SienaGabriele Ferri - Istituto Italiano di Scienze Umane (SUM) / Università di BolognaElena Lorenzetto - Istituto Italiano di Scienze Umane (SUM) / Università di BolognaAgata Meneghelli - Istituto Italiano di Scienze Umane (SUM) / Università di BolognaCoordinamento scientifico:Dipartimento di Scienze Sociali, Cognitive a Quantitative, Università degli Studi di Modena e Reggio EmiliaGame Philosophy Research Initiative: game_philosophy@unimore:http://game.unimore.itFollow PlayingTheCity on Facebook: http://www.facebook.com/pages/Modena-Italy/Playing-the-City-La-citta-in-gioco/367586011216?ref=tsFollow PlayingTheCity on Twitter: http://www.twitter.com/PlayingTheCity

P. Coppock ( 2009 ) - Bridging Local and Global Gameplay Through Identity Games. Transworld Glocal Identities in a Globalising World. ( Nanjing International Symposium on Culrural Semiotics", 15-17 November 2009. Nanjing, China - Nanjing, China - 15-17 November 2009) ( - Nanjing International Symposium on Culrural Semiotics", 15-17 November 2009. Nanjing, China ) - CHINESE SEMIOTIC STUDIES - n. volume 2 - pp. da 285 a 301 ISSN: 2198-9613 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

Personal, Local and Global Identity Games: (Re)mediated modelling of transworld “glocal” identities in an “open” worldPremise: Is it conceivable for “us” to actually be “here, there and everywhere” at one and the same time?In the 1960’s the Beatles sang: “here, there, everywhere […] changing my life with a wave of her hand”, to express (we presume) the power of (romantic) love to profoundly change one’s sense of self in different ways and situations, and thus, too, the course of one’s life in the future. In this paper I shall examine, from a combined process philosophy and cultural semotic perspective, how our fundamental sense of self – our own “personal identities” if we will, are developing what I shall refer to as “glocal”, or transworld, characteristics. One possible reason for this are day to day encounters with (re)mediated past, present and future possible (or impossible) fictional worlds that derive from cultures other than our own, evoking a sense of a globalising “world culture”, actualised in new communication and information technologies, mass migration processes, and last but not least, destabilising and sometimes conflictual effects of material, economic and other, growth processes.The desire and ability of individuals, communities, enterprises and other private and public cultural institutions to engage – face to face and “at a distance” – in transcultural, transmedia gameplay activities is seen as an important presupposition for the development of, “healthy”, balanced, transworld glocal identities.Transmedia, transcultural gameplay activities involve mediated practices of intercultural and interpersonal pragmatic norm system negotiation as we evaluate and weigh against one another, experiences of controversial/conflictual past, present and future possible worlds we might have lived in, might live in, or might come to live in, in relation to experiences of past, present and future actual worlds we believe we have lived in, do live in or will come to live in.

D. COMPAGNO; P. COPPOCK ( 2009 ) - Computer Games, between Text and Practice (Print Edition) (Associazione Italiana di Studi Semiotici PALERMO ITA ) - pp. da 1 a 96 ISBN: 19732716 [Curatela (284) - Curatela]
Abstract

Thematic Special Number of E/C : Rivista dell’Associazione Italiana di Studi Semiotici. [http://www.ec-aiss.it/; http://www.ec-aiss.it/monografici/5_computer_games.php]5-11 Dario Compagno and Patrick Coppock: Introduction- Section one: Playing Games: from Cooperation to Interaction15-20 Gabriele Ferri Interpretive Cooperation and Procedurality.A Dialogue between Semiotics and Procedural Criticism21-29 Otto Lehto: The Collapse and Reconstitution of theCinematic Narrative: Interactivity vs Immersion in Game Worlds- Section two: Which Role for Narrativity in Computer Games?31-36 Jack Post: Bridging the Narratology - Ludology Divide. The Tetris Case37-40 Alessandro Catania: Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives- Section three: Revisiting Enunciation: Embodied Players43-50 Agata Meneghelli: Simulacral and Embodied Enunciation inComputer Games51-58 Adriano D’Aloia: Adamant Bodies. The Avatar-Body and theProblem of Autoempathy- Section four: Temporal and Spatial Features of Virtual Environments61-68 Mario Gerosa, Jennifer Grace-Dawson: Chronology and Historicization in Virtual Worlds and Video Games69-76 Joaquìn Siabra-Fraile: Manic Miner under the Shadow of theColossus: A Semiotic Analysis of the Spatial Dimension in Platform Video Games77-82 Alex Wade: Spatial Typologies of Games- Section five: Authorship and Game Creation85-90 Marco Benôit Carbone: The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games91-96 Filippo Zanoli: Logos Language in Richard Garriot’s Tabula Rasa: an Analysis of Symbols, Semantics and Textual Implications

P. Coppock ( 2009 ) - Conceptualisations and attributions of agency to co- and non co-present forms of otherness in actual, fictional, ludic and simulated possible worlds - LEXIA - n. volume 3-4 - pp. da 315 a 337 ISSN: 1720-5298 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Linguistically, and more specifically, semantically and pragmatically speaking, the term ‘agency’ has been, and still is, attributed a wide range of different meanings, some of which refer to observable cultural actualities that are fairly tangible in character, others less so. Given the amount of space available for this article it will clearly not be possible to address in detail all these different shades of meaning here. So, as a kind of compromise, and as a way of opening up one possible angle for further semiotic investigations the concept of agency, let us examine a selection of some more or less common contemporary meanings attributed to it – with a glance too, at some visual and other metaphors used as encylopedic vehicles to envision or embody these meanings. Our aim is to see if this approach can contribute to a more fruitful discussion of the notion of agency when conceived of in terms of our lived experience of enactive relationships with co-present, or non co-present forms of otherness in actual, fictional, ludic or simulated possible worlds.To provide a first overview of the tiny cluster of stars and planets that populate the sector of the global semantic-pragmatic universe we shall visit in the course of this treatise, I offer a few combinations of binary pairs of core metaphorical meanings related to the notion of agency, starting with some more tangible conceptualisations of it, and moving on to others that are increasingly intangible in character.

P. Coppock; F. Giordano; M. Rosi ( 2009 ) - Filming the Game/Playing the Film. L'mmagine videoluduca: narrazione e crossmedialità (Centro Sperimentale di Cinematografia edizioni del csc in collaborazione con Carocci eidtire Roma ITA ) - pp. da 1 a 119 ISBN: 9788843053940 [Curatela (284) - Curatela]
Abstract

Dall'introduzione al volume scritto da F. Giordano & M. Rosi:Questo speciale dedicato ai videogiochi è il frutto di un lavoro di ricerca e di studio avviato dalla International Film Studies Magis Spring School di Gorizia che, per la prima volta, nell’edizione dello scorso marzo 2009, ha introdotto una sezione destinata all’argomento.La Magis School si propone di diventare un appuntamento ed un riferimento per gli studiosi di questo medium e delle sue inimmaginabili future evoluzioni. Questa elaborazione è il punto di partenza e uno spunto di riflessione per i futuri contributi, tentando di “avvertire” tale summenzionato Zeitgeist nella commisurazione delle reciproche distanze e prossimità fra le “arti”, o meglio, fra le culture visuali della contemporaneità.Quanto appare qui, è, in parte, la documentazione di un frammento di questo sforzo, ed in parte una riflessione apposita da essa originata, riconoscendo in una delle scosse e dei fremiti del visibile contemporaneo – il videogioco – l’assunzione di un ruolo prepotetemente riassuntivo della temperie culturale ed un’interna evidenza di medium sintetico delle varie forme artistiche.In questo senso, prendendo l’avvio dalla vera e propria “disputa sugli universali” che è la questione Ludologia Vs Narratologia che ha imbevuto i primi anni dei “game studies”, si è originata una riflessione sul modo in cui un videogioco compia un processo di scrittura o di narrazione e come quest’ultimo sia relazionato all’interazione propria del mezzo. Ci si chiede se si individui un processo di narrazione o di narrativizzazione, e quali modalità esso assuma, o se piuttosto il videogioco lo rigetti concentrandosi sul processo interattivo. In conseguenza ci si interroga sui termini nei quali i processi interattivi e l’immersività si relazionino alla scrittura del gioco; su quali siano i media o quali siano i profili nei quali altre forme mediali includano i videogames nella narrazione; su quali siano le funzioni delle istanze autoriali e ricettive, e quali i loro ruoli rispetto alla narrazione/interazione del videogioco. Alcuni saggi si occupano della dimensione endolinguistica e di alcuni problemi interni e specifici al mezzo videoludico: il contributo di Patrick Coppock sugli effetti corporali dell’interazione e della narrazione attraverso il caso di studio dei First Person Shooter; quello di Dario Compagno su come il regime dell’interazione, attraverso l’operatore concettuale del “destino” costruisca effetti retorici. Altri interventi si concentrano sul videogame come “oggetto di studio” teorico, analitico, filologico: i saggi di Ruggero Eugeni e Massimo Locatelli ed Andrea Dresseno. Altri ancora si pongono la questione delle parentele e dissimiglianze fra il mezzo che immediatamente prima del videogioco ha ricoperto il ruolo, nei propositi utopici di alcuni interpreti, di mediatore per l’ aspirazione a costituire un’ “opera d’arte totale” – il cinema – ed il videogioco stesso, analizzando gli effetti retorici che si ripropongono nei due tipi di immagini in movimento o le strutture miste nate deliberatamente per sposare i due media (machinima): gli studi critici di Bernard Perron e Carl Therrien; di Guglielmo Pescatore e Valerio Sillari; di Giovanni Caruso, Alessandro Cavaleri, Mauro Salvador. Infine i contributi di Alessandro Catania – sulle relazioni fra universo narrativo e sistema di gioco in alcune strutture mediali ibride quali gli Alternative Reality Games – e Stefano Baschiera – sulle modalità di relazione fra serie TV e videogiochi –, i quali si pongono la questione di come il videogame possa trasformarsi in un meccanismo intermediale.

P. Coppock ( 2009 ) - Here, There and Everywhere: Glocalising Identity in Transword Trasmedia Genuis Loci - MEDIEKULTUR - n. volume 47 - pp. da 7 a 28 ISSN: 1901-9726 [Articolo in rivista (262) - Articolo su rivista]
Abstract

The principle question discussed in this essay is essentially a philosophical or existential one: in our increasingly remediated, interconnected, physically and virtually mobile contemporary world, it is conceivable, or feasible, for us actually to be “here, there, everywhere” at one and the same time? Have our predominantly ‘local’ personal, professional and collective narrative histories, and the various cultural traditions that have grown out of these, really furnished us with relational identity skills that enable us to participate positively and actively in ongoing globalisation processes, and to play a constructive, active, ethical role in the global gameplay arena? Or do we need to work more together with non-familiar forms of otherness if we want to develop new types of “glocal” identities, able to mediate and transcend the emotional, conceptual, cultural, and other divides that may hinder the identification, management and a just balancing of ‘global’ and ‘local’ needs, rights and interests? As a contribution to further interdisciplinary debate of this and related themes, in media studies or elsewhere, this essay intentionally seeks to provoke , by offering some engaged, informed but clearly speculative considerations, regarding the valorisation, application and evaluation of new digital media designed to facilitate ludic transmedia, transworld cooperition at-a-distance, to develop practical strategies to engage, in responsible, ethical, ecological, mutually sustainable ways, with non-copresent, non-local others and their own past, present and future actual, and possible, worlds.

Compagno, Dario; Coppock, Patrick John ( 2009 ) - Introduction [Computer Games. Between Text and Practice] ( - Computer Games. Between Text and Practice ) (AISS Associazione Italiana di studi semiotici Palermo ITA ) - pp. da 5 a 11 ISBN: 9788861345621 [Breve introduzione (270) - Breve Introduzione]
Abstract

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A. Catania; D. Compagno; P. Coppock; G Ferri; A Meneghelli; ( 2009 ) - Panel: Understanding Play Practices: Contributions to the State of the Art [Esposizione (290) - Esposizione]
Abstract

DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. International Computer Game Research Conference, Brunel University, UK, 01-02.09.09--http://digra2009.newport.ac.uk--Panel:---Understanding Play Practices: Contributions to the State of the Art --PANEL ABSTRACT ---Semiotics draws inspiration for its qualitative methodologies from many fields of scientific and cultural discourse. It aims to understand cultural production and interpretation practices by way of core theoretical notions such as narrativity, enunciation, encyclopedia, and textual openness. A continual refinement and renewal of these notions is driven by comparative analyses of problematic empirical objects. One such object is computer games which are among the hottest contemporary objects of study in new media semiotics. A central theoretical notion used today to understand computer games is practice, which is seen as standing in opposition to the more traditional notion of text. Panel participants will discuss gameplay practices from various theoretical standpoints, with the common goal of describing these practices in ways that open for dialogue and interaction with theoretical approaches by other disciplines and fields of study. The panel will open by discussing how, in computer games, the reader-text interface has been radically reconfigured, opening up for more effective forms of player agency. Some contemporary play practices will be discussed on the basis of video footage of actual game sessions, highlighting the role of player bodies in gameplay space. The role of keys in RPGs will be foregrounded to show how effects of player action in games may be constrained by game objects. Finally, we shall focus on gameplay practices that go beyond single computer games - in commercial and political Alternate Reality Games. The focus will be on how A-R games create innovative mimetic relationships with real life, engaging players in transworld-transmedia practices. REFERENCES 1. Eco, U. The Role of the Reader, Bloomington: Indiana University Press, 1979. 2. Greimas, A.J. On Meaning, Minneapolis: University of Minnesota Press, 1987. 3. Peirce, C.S. Collected Papers, Cambridge (MA): Harvard University Press, 1931-58. 4. Ryan, M.-L. Avatars of Story, Minneapolis: Minnesota University Press, 2006.

P. Coppock ( 2009 ) - “Se si muove spara!” Letteratura, cinema, giochi al computer, e altri mondi possibili digitali. ( VII MAGIS Gorizia and Gradisca International Spring School - Gorizia - 27 March-2 April 2009) ( - Bianco e Nero: Filming the Game/Playing the Film. L'immagine videoludica: narrazione e crossmedialità ) (Edizioni del Centro Sperimentale di Cinematografia in collaborazione con Carocci editore Roma ITA ) - n. volume Fascicolo 564 - pp. da 9 a 25 ISBN: 9788843053940 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

Altrove ho sostenuto che i giochi al computer non possono che essere considerati reali in termini ontologici, pragmatici ed esperienziali. È, dopo tutto, un fatto empirico che i giocatori considerino i giochi stessi come artefatti culturali di carattere ibridi materiali-immateriali; e che i mondi possibili in cui questi giochi consentono di “immergersi” siano presi molto sul serio dai giocatori lo dimostra la notevole quantità di tempo, energia e denari che i giocatori sono disposti a dedicarvi per acquistarli, istallarli, giocarvi e discuterne con familiari e amici. Anche il fatto che i giochi al computer sono ormai da parecchi anni rientrati come protagonisti o oggetti di valore nel cinema e nella televisione, e diventati anche oggetti di raccolta nei archivi e musei nazionali specializzati avvalora questa ipotesi. A questo proposito, i giochi al computer rappresentano esattamente lo stesso tipo di attività culturale e di “socialità” di altri artefatti culturali ibridi che ci offrono esperienze di interazione con mondi possibili finzionali, come i libri e il cinema. Che cosa intendiamo, dunque, quando parliamo del carattere enattivo della nostra esperienza incarnata di mondi attuali e possibili? Ci si lasci parafrasare la definizione datane dal filosofo Alva Noë: la nostra esperienza soggettiva del mondo, egli dice, non è determinata solamente dagli stati neurali istituiti dagli schemi ricorrenti di stimolazione ambientale; il carattere qualitativo della nostra esperienza percettiva dipende dalla nostra padronanza ed esercizio delle abilità sensomotorie faticosamente acquisite. «Il contenuto percettivo», afferma, «diventa disponibile all’esperienza quando chi percepisce hanno una padronanza pratica dei modi in cui gli stimoli sensoriali variano come risultato del movimento». Aggiungerei un’ultima considerazione. Le nostre esperienze e comprensioni del sempre più complesso mondo immateriale, materiale e culturale in cui dobbiamo vivere, con cui dobbiamo relazionarci e che dobbiamo contribuire a formare sono tutte costruite sul fatto che abbiamo continuamente bisogno di imparare e re-imparare a relazionarci e fare cose insieme con forme “aliene” di alterità. Questo difficile compito potrà avere un esito positivo solo se saremo capaci di muoverci e investigare il vasto spazio olistico del gioco che tutti noi abitiamo, entrando in una relazione ludica o di altro genere con tutte queste alterità latenti. Nel parlare di esperienza letteraria, cinematografica, di gioco al computer, o di altre esperienze ludiche in termini di nostre relazioni inattive con esse, stiamo focalizzandoci essenzialmente sull’attualità empirica della nostra complessa esistenza come esseri fisici con corpi altamente sviluppati, diversificati e agili. E’ questa natura corporea che ci consente di muoverci attivamente nel mondo, e di fare esperienza, non solo intersoggettivamente l’uno dell’altro, ma anche delle miriadi di oggetti estetici e non che abbiamo creato, rendendo possibile lo scambio e l’interazione con essi in modi molti ricchi e variati. Guardare qualcosa è una cosa, toccarla o camminarvi attorno un’altra, raccoglierla, aprirla, ridurla in pezzi e rimetterla assieme in modi differenti un’altra ancora, e via discorrendo. Ogni forma d’innovazione culturale dipende precisamente dal complesso di processi inattivi che prendono continuamente forma e si intrecciano sinergicamente l’uno con l’altro.Le sempre più sofisticate interfacce enattive che impegnano fisicamente i giocatori e gli spettatori, consentendo loro di “scollarsi” dalla “tradizionale” posizione davanti allo schermo, saranno esemplari, in questo contesto. Esse infatti faciliteranno e incoraggeranno una pluralità di forma d’azione: gioco, sperimentazione, ricerca, dimostrazione, discussione e molte altre forme di cooperazione ergodica con altre forme di alterità, direttamente presenti o meno.

O. Asheim; M. Sicart; F. Mäyrä; P. Coppock; A. Leirfall; S. Günzel; S. Ludvigsen; R. Klevjer; J.R. Sageng; R. Tronstad; H. Fossheim; T. Mandt-Larsen; O. Ertløv Hansen. ( 2009 ) - The Philospphy of Computer Games 2009 [Esposizione (290) - Esposizione]
Abstract

The aim of this conference is to contribute to the development of discussions of philosophical problems that are raised by the study of computer games. This conference is the end result of an initiative originally taken 2005, when Filosofisk Prosjektsenter and the Department of Philosophy, Classics, History of Art and Ideas at University of Oslo, contacted Center for Computer Games Research at the IT-University of Copehagen about organizing a workshop on philosophical problems that arise in games research.Since then, an ever expanding group of partners have been involved in the effort. The next conference was held in Reggio-Emilia, Italy in 2007 and the last was held in Potsdam, Germany 2008.The contributors have so far been dominated by media researchers, but we are hoping to increase the presence of traditional philosophers with an interest for this subject.Call for PapersWe hereby invite scholars in any field who take a professional interest in the phenomenon of computer games to submit papers to the international conference “The Philosophy of Computer Games 2009″, to be held in Oslo, Norway, on August 13-15, 2009. Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will also attempt to use specific examples rather than merely invoke “computer games” in general terms. We invite submissions focusing on, but not limited to, thefollowing three headings: Fictionality and Interaction: Computer games are often conceived as a setting for fictional narratives, facts, objects and events, although the interactive setting is thought to give fictionality a special character and to be intertwined with non-fictional aspects in various ways. We invite papers on relevant discussions offictionality, narrative, fictional objects, simulation, virtuality, and kindred cognitive notions like make-believe, pretense, and imagination.Defining Computer Games: Is it possible to point to some defining characteristic(s) of computer games? We are especially interested in discussions of formal definitions of computer games in terms of characteristics such as rules, play, representation, computation, affordances, interaction, negotiable consequences, and so on. We welcome both constructive and critical discussions, as long as they are directed at clearly articulated proposals.Ethical and Political Issues: What are the ethical responsibilities of game-makers in relation to individual gamers and society ingeneral? What role, if any, can games serve as a critical cultural corrective in relation to traditional forms of media and communicative practices, for example in economy and politics? Also, what isthe nature of the ethical norms that apply within the gaming context, and what are the factors that allow or delimit philosophical justifications of their application there or elsewhere?Your abstract should not exceed 1000 words. If your submission falls under one of the three headings, please indicate which one. Send your abstract to submissions@gamephilosophy.org. All submitted abstracts will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this. Full manuscripts must be submitted by August 8, and will be made available on the conference website.Deadline for submissions is June 1, 2009. Notification of accepted submissions will be sent out by June 10, 2009.Olav Asheim, Miguel Sicart, Frans Mäyrä, Patrick Coppock, Sten Ludvigsen, Ole Ertløv Hansen, Stephan Günzel, Rune Klevjer, John Richard Sageng,Ragnhild Tronstad

P. Coppock ( 2009 ) - Workshop: Filming the Game/Playing the Film [Esposizione (290) - Esposizione]
Abstract

VII MAGIS, International Film Studies Spring School Cinema and Contemporary Visual Arts/4, Gorizia, 27.03-02.04.09 Workshop: "Filming the Game/Playing the Film"1 AprilCoordinated by Patrick Coppock (Università di Modena e Reggio Emilia)--Stefano Baschiera (University College Cork)Videoplayers and Tv Series: a Case of Hyperidentities In the past decade, the process of digitalisation of images, brought different media closer to each other as never before, both in terms of production and consumption; films, Tv products, music and videogames, in their distribution share the same digital support (dvd, cd) and often are played through the same devices (computers, game consoles, ipods). My presentation aims to investigate the relationship between the most recent Tv series and videogames in terms of narrative, aesthetic and form of consumption.I argue, in fact, that the tv series are the product closer to videogames in terms of length of entertainment (the demanding of time in front of the screen) and character persistence through time and seriality.--Dario Compagno (Università di Siena)Representing and Playing Fate: Steps towards a Rhetoric of InteractionRecent developments in game studies ask for describing the different ways in which interactive strategies are implemented in computer games. The active role that the spectator has in understanding audiovisual texts changes when he or she has to perform effective actions. This does not mean that there is no continuity between movies and games (or other forms of interactive cinema): we will focus on how the rhetorical figure of representing fate in movies is linked with (and contributes to the creation of) a corresponding figure of interaction.The notions of necessity and contingency – fate and freedom – are fundamental categories for the understanding of fiction. Watching a movie, we want to know how characters manage to shape their destiny, or are overcome by it. There is an instance in texts (that of the author) that is in charge of everything that happens in the story. In open stories, this principle is weaker, and the spectator himself is asked for proposing alternative interpretations; he or she has to imagine how the fictional future will come to an end.Interactivity develops further this dialectic of closedness and openness, giving the power to the player to effectively determine some game variables, and so attributing to him or her the responsibility for these decisions.--Andrea Dresseno (Cineteca del Comune di Bologna)Cineteca di Bologna’s Videogame Archive: Preserving and Disseminating Videogame HeritageMore than 30-year history, a stimulating, visionary, rich and ever evolving field of study and research: time has come to preserve the videogame heritage now with an urgency that most of archives share. The archive is conceived a means to preserve and start carefully investigating the relationship and many-fold connections between videogames and the other Arts, disciplines and fields of research as well as a place to promote the use of videogames and where private and public institutions can meet.

D. Compagno; P. Coppock ( 2009 ) - World of Warcraft as Collector's Paradise ( - World of Warcraft and Philosophy. Wrath of the Philosopher King ) (Open Court Books Chicago, La Salle Illinois USA ) - n. volume 45 - pp. da 81 a 91 ISBN: 9780812696738 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

As a Massively Multiplayer Online Role Playing Game (MMORPG) owing its success to previous installments of the genre and the original real-time strategy games, World of Warcraft (WoW) is just itching for philosophical analysis. The cultural reach of WoW is incredible, and we couldn’t hope to do justice to it in a short introduction. We do consider WoW to be a profound cultural phenomenon and, quite frankly, a great game. Though our focus with this book is WoW and its expansions, the authors also touch on the Warcraft franchise, lore, and other media If you’re new to philosophy, you also might be wondering what philosophy is in the first place and why we would presume to mix it with your World of Warcraft! Well, what does it mean when a person gives you his “philosophy” of, say, leveling up a character? It doesn’t mean that he will give you specific examples, but rather an overarching guide of the principles that inform his leveling up process. For any gamer, such principles are important because, without them, he would be lost The secret is that we all have such guiding principles, Reader, whether we’re aware of them or not. They direct us when we play and they direct us when we order the latest strategy guide from Amazon. The beginning stage of becoming a philosopher is learning to recognize and understand the justifications for these guiding principles in ourselves, as we play and as we live To put it another way, philosophy is a tradition that poses and occasionally answers questions. In some cases questions are not specifically answered. In other cases investigating a certain question leads to more questions! Of course, to think that there is an easy answer to every question out there is to be a bit naive, or to attribute a simplicity to the world that is unwarranted. The ancient philosopher Socrates made the famous statement that he knew he did not know, and this claim in itself opened him up to being the wisest person in Athens. There are some things we know and there are other things we don’t, as individuals and as a species. Socrates taught that it’s best to be honest about what we don’t know rather than pretend to have reached some level of understanding which we clearly haven’t reached. Part of the philosopher’s task is to humbly ponder the seemingly unknowable things, occasionally reaching acceptable answers and advancing general human knowledge And this is just what the authors do in this book in relation to WoW. Videogames are still a very new cultural phenomenon in the eyes of human history—MMORPGs even more so. It is our belief that WoW can teach us not just about huge virtual worlds and videogames, but also about people and society. In some cases, WoW serves as a model for examining the potential of economic, ethical, or political theories. While the world is virtual, the people controlling the toons in that world are real The folks at Blizzard are real This quest does not necessarily need to be completed in order Depending on your current level of understanding, you may decide to skip ahead to chapters that seem most interesting to you. This is perfectly natural for philosophy, Reader! Different sorts of people are drawn to philosophy for different reasons If you’re a beginner, however, we recommend you start at the apprentice level, where there is a more eclectic selection of material However, at the beginning of each section we provide an overview of the major themes covered, in addition to some of the big questions the authors tackle in that section Whether or not you fully complete your quest, we hope that you emerge from the experience with a more open mind, a deeper appreciation for and understanding of your life as a gamer and person, and a greater respect for the issues that arise from in depth gameworlds like WoW

P. COPPOCK ( 2008 ) - Alfred North Whitehead, Pragmaticism and Semiotics ( - Handbook of Whiteheadian Process Thought ) (Ontos Verlag FRANKFURT / PARIS / LANCASTER / NEW BRUNSWICK DEU ) - n. volume Volume 2 - pp. da 41 a 54 ISBN: 9783938793923 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

In this article I examine some convergences between Alfred North Whitehead’s philosophy of organism and contemporary semiotics, with particular reference to the Umberto Eco’s theory of general semiotics, rooted philosophically in Charles Sanders Peirce’s normative theory of inquiry, pragmaticism. I shall first discuss how a few central themes in Plato’s and Aristotle’s metaphysics colour Peirce and Whitehead’s work, especially their treatments of notions such as continuity and teleology, matter and mind, structure and process. I shall then consider how similar themes also colour Eco’s philosophical approach, serving to qualify general semiotics as a mature philosophy of language capable of understanding all types of meaning negotiation in terms of inferentially based communication and signification processes.

P. COPPOCK ( 2008 ) - Genuis Loci nel terzo spazio: la sacralità come processo (Palermo : AISS ) - E/C - n. volume 35 - pp. da 1 a 38 ISSN: 1970-7452 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Comunicazione socio al XXXV Congresso dell’Associazione Italiana di Studi Semiotici, "Destini del Sacro. Discorso religioso e semiotica della cultura", Reggio Emilia, 23-25 Novembre 2007.

P. Coppock; M. Popova ( 2008 ) - International Seminar on Intercultural and Interpersonal Communication with Professor Maria Popova, New University of Bulgaria, Bulgaria [Esposizione (290) - Esposizione]
Abstract

University of Modena and Reggio EmiliaDepartment of Social, Cognitive and Quantitative SciencesDoctorate School in Human SciencesERASMUS Life-Long Learning Programme Seminar on interpersonal and intercultural communication Guest Lecturer: Maria Popova, New University of Bulgaria, Sofia, Bulgaria---Monday May 19th, 15.30-18.00Presentation of the New Bulgarian University as Erasmus LLP PartnerCommunication and Culture as Sign StructuresDiscussants: Dr. Fabrizio Montanari; Dr. Patrick Coppock---Tuesday May 20th, 15.30-18.00Psychological Mechanisms of Interpersonal and Intercultural CommunicationDiscussants: Prof. Sandro Rubichi; Prof. Alberto Voltolini Aula Magna, UNIMORE E-Learning Center, Viale A. Allegri 15, 42100 Reggio Emilia.---Both seminars will be conducted in English, and are open for all interested parties.---A flyer for the event in pdf format is attached, please distribute as you see fit. Welcome! Patrick J. CoppockResearcher in Philosophy and Theory of LanguageDepartment of Social, Cognitive and Quantitative SciencesViale A. Allegri 9,42100 Reggio Emilia+ 39 0522.523265patrick.coppock@unimore.it---A brief presentation of Professor Popova: On 21 May, 2007 Professor Maria Popova received an Honorary Professorship from the New Bulgarian University for her contributions to the New Bulgarian University and for the establishment of the Southeast European Center for Semiotic Studies, The International Early Fall School of Semiotics and the MA and PhD programs in Semiotics at NBU.Professor Popova has been chair of The Bulgarian Semiotic Society since 2000 and is a member of the Board of the Cognitive Sciences Society in the Balkans, and is also member of the Executive Committee of the International Association for Semiotic Studies (IASS).From 1993 to 1996, she was Director of the Department of Anthropology at the New Bulgarian University and in 1993 was elected as Dean of the Free Faculty at NBU. In addition, she became Dean of the BA Faculty at NBU in 1997 and was elected in 2000 as Rector of the Center for Continuing Studies.She has been Moderator of The International Early Fall School of Semiotics since 1995, and in 1996 she established the Southeast European Center for Semiotic Studies, of which she was Director until 2007.

Coppock, Patrick ( 2008 ) - Introduction [The Philosophy of Computer Games] ( - Conference Proceedings of the Philosophy of Computer Games 2008 ) (Potsdam University Press, Institute for Art and Media Potsdam DEU ) - n. volume 1 - pp. da 10 a 13 ISBN: 9783940793492 ISSN: 1867-6227 [Breve introduzione (270) - Breve Introduzione]
Abstract

N/A

P. Coppock; E. Aarseth; O. Asheim; D. Mersch; H. Fossheim; M. Liebe; S. Günzel; A. Leirfall; J.R. Sageng; T. Mandt Larsen ( 2008 ) - The Philosophy of Computer Games [Esposizione (290) - Esposizione]
Abstract

International Conference: The Philosophy of Computer Games, Department of Arts and Media, European Media Studies, University of Potsdam, Germany, 08-10.05.2008.---Conference AimsThe purpose of this conference is to initiate an investigation into how current research on computer games touches upon philosophical issues. In line with this purpose, the conference is interdisciplinary, drawing together researchers from diverse fields such as: philosophy, computer game-theory, semiotics, aesthetics, sociology, psychology, and anthropology.The conference is a collaboration between the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, Norway; the Philosophical Project Centre (FPS), Oslo, Norway; the Center for Computer Games Research at the IT-University of Copenhagen, Denmark; the Department of Social, Cognitive and Quantitative Science at the University of Modena and Reggio Emilia, Italy; and the Department of Arts and Media, European Media Studies at the University of Potsdam, Germany.The 2008 conference is the third international instalment of “The Third Place”, an ongoing project on philosophical problems arising from the increasing cultural and societal significance of computer games.The first instalment, the international conference “The Third Place: Computer Games and Our Conception of the Real”, was a shared initiative of FPS in Oslo and the Center for Computer Games Research at the IT-University of Copenhagen . It took place at the IT-University of Copenhagen from May 20-21, 2005.The second instalment, the international conference “The Philosophy of Computer Games: An Interdisciplinary Conference”, took place in Italy at the Department of Social, Cognitive and Quantative Sciences of the University of Modena and Reggio Emilia, from January 25-27, 2007.---OrganizationThe program committee consists of the following people:Espen Aarseth, director of the Center for Computer Games, Research at the IT-University of Copenhagen (chair),Olav Asheim, professor at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo,Dieter Mersch, professor at the Department of Arts and Media, European Media Studies at the University of Potsdam,Patrick Coppock, university researcher at the Department of Social, Cognitive and Quantitative Science at the University of Modena/Reggio Emilia,Hallvard Fossheim, assistant professor at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo---The organizing committee consists of the following people:Michael Liebe, Ph. D. candidate at the Department of Arts and Media, European Media Studies at the University of Potsdam (chair),Stephan Günzel, assistant professor at the Department of Arts and Media, European Media Studies at the University of Potsdam,Anita Leirfall, assistant professor at the University of Life Sciences, Ås and Ph. D. candidate at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo,John Richard Sageng, Ph. D. candidate at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo,Tarjei Mandt Larsen, Ph. D. candidate at the Department of Philosophy, University of Tromsø,---The review board consists of the following people:Adam R. Briggle, University of Twente, Anita Leirfall, University of Bergen/Oslo, Annakaisa Kultima, University of Tampere, Bo Kampmann Walther, University of Southern Denmark, Dan Pinchbeck, University of Portsmouth, Edward H. Spence, University of Twente, Gordon Calleja, IT University of Copenhagen, Grant Tavinor, Lincoln University, Hanna Sommerseth, The University of Edinburgh, John Richard Sageng, University of Oslo, Jonathan Frome, University of Central Florida, Michael Liebe, University of Potsdam, Miguel Sicart, IT University of Copenhagen, Nicolas De Warren, Wellesley College, Ole Ertløv Hansen, Aalborg Universitet, Olli Leino, IT University

P. Coppock; F. Montanari ( 2007 ) - Atelier: “Fra sacro e profano: mode, miti, polemiche” [Esposizione (290) - Esposizione]
Abstract

Congresso Nazionale Associazione Italiana di Studi Semiotici: "Destini del sacro. Discorso religioso e semiotica delle culture", Università degli Studi di Modena e Reggio Emilia, 23-25.11.2007.Atelier: “Fra sacro e profano: mode, miti, polemiche”, coordinatori Federico Montanari e Patrick Coppock1. Camilla Barone Il discorso di marca e la sacralizzazione del consumo. Il caso Play Station 32. Elena Codeluppi Sacra moda3. Michele Cogo Indagine sociosemiotica sulle origini di un mito intellettuale: Umberto Eco (1958-1964)4. Francesco Galofaro Discorso medico e discorso cattolico sulla bioetica. Due strutture a confronto5. Claudia Gianelli Descrivere l’esperienza religiosa: semiotica e neuroscienze6. Michele Lo Chirco I discorsi delle religioni intorno all’otto per mille7. Gian Paolo Proni I simboli del sacro nella comunicazione del fashion8. Ruggero Ragonese Gesù, Topolino, Babbo Natale e San Nicola: sacro e immagine a partire da un pamphlet di Maurizio Ferraris

P. Coppock; E. Codeluppi; A. Meneghelli ( 2007 ) - The Philosophy of Computer Games 2007 [Esposizione (290) - Esposizione]
Abstract

"The Philosophy of Computer Games"An Interdisciplinary ConferenceReggio Emilia, Italy 25-27 January 2007[ http://game.unimore.it/game/Benvenuto.html ]Conference Venue:Department of Social, Quantitative and Cognitive SciencesUniversity of Modena and Reggio Emilia Viale A. Allegri 9, I-42100 Reggio Emilia, ItalyConference AimsThe purpose of the conference is to initiate an investigation into how current research on computer games touches upon philosophical issues. In line with this purpose, the conference is interdisciplinary, drawing together researchers from very diverse fields: philosophy, computer game-theory, semiotics, aesthetics, sociology, psychology, and anthropology.The conference is a collaboration between the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo; the Center for Computer Game Research at the IT-University of Copenhagen; Department of Social, Cognitive and Quantitative Science at the University of Modena/Reggio Emilia and the Philosophical Project Centre (FPS), Oslo.The conference is the second international instalment of The Third Place, an ongoing project on philosophical problems arising from the increasing cultural/societal significance of computer games. The first instalment of the project, the conference “The Third Place: Computer Games and Our Conception of the Real”, was a shared initiative of FPS in Oslo and the Center for Computer Game Research at the IT-University of Copenhagen. That conference took place at the IT-University of Copenhagen on May 20-21, 2005.OrganizationThe organizing committee consists of the following people:• Olav Asheim, professor at Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo• Anita Leirfall, Ph D. candidate Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo• John Richard Sageng, Ph. D. candidate Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo• Tarjei Mandt Larsen, Ph. D. candidate Department of Philosophy, University of Tromsø, Norway• Hallvard Fossheim, assistant professor, Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo• Espen Aarseth, director at the Center for Computer Game Research at the IT-University of Copenhagen• Patrick Coppock, assistant professor Department of Social, Cognitive and Quantitative Science at the University of Modena/Reggio Emilia

P. Coppock ( 2006 ) - Alfred North Whitehead, Pragmaticism and Semiotics (Dipartimento di scienze sociali, cognitive e quantitative, Università degli Studi di Modena e Reggio Emilia. ) [Altro (298) - Working paper]
Abstract

In this article I examine some convergences between Alfred North Whitehead’s philosophy of organism and contemporary semiotics, with particular reference to the Umberto Eco’s theory of general semiotics, rooted philosophically in pragmaticism, Charles Sanders Peirce’s normative theory of inquiry. I shall first discuss how a few central themes in Plato and Aristotle’s metaphysics colour Peirce and Whitehead’s work, especially their treatments of continuity and teleology, matter and mind, structure and process. I shall then consider how similar themes colour Eco’s philosophical approach and serve to qualify general semiotics as a mature philosophy of language capable of understanding all types of meaning negotiation as inferentially based processes of communication and signification.

P. Coppock; S. Rubichi; A. Voltolini; S. Calabrese; M. Mariani; E. Gherri; C. Bronzino; N. Bigi; C. Pastorini ( 2006 ) - Finzioni, aspetti teorici e empirici [Altro (298) - Partecipazione a progetti di ricerca]
Abstract

Obiettivo della ricerca da svolgere nei due anni del progetto è un’analisi dettagliata della nozione di simulazione mentale a partire da diverse prospettive attinenti alle scienze cognitive (psicologia, filosofia della mente e del linguaggio). Particolare attenzione sarà dedicata all’applicazione della nozione di simulazione mentale nell’ambito della ricerca relativa alla psicologia ingenua, alla capacità di comprensione e produzione del linguaggio, ai processi di ragionamento e alla fruizione artistica. I modelli computazionali considerati saranno esaminati anche alla luce dei dati provenienti da ricerche neurofisiologiche, relative in particolare ai neuroni specchio in quanto possibili basi neurali della simulazione. Nel seguito sono specificati gli obiettivi specifici della ricerca: - Unità di ricerca dell’Università S. Raffaele e dell’Università di Modena-Reggio: relazione tra simulazione mentale e comprensione ordinaria del linguaggio. Si intende indagare a) se e in quale misura l’analisi linguistica coinvolga processi simulativi, in particolare di simulazione delle azioni e dei comportamenti cui l’enunciato linguistico fa riferimento; b) l’eventuale ruolo della simulazione mentale nell’interpretazione non letterale di codici linguistici e iconici, attraverso la dislocazione (simulata) nel mondo fittizio o comunque figurale. - Unità di ricerca dell’Università S. Raffaele: relazione tra simulazione, metarappresentazione, coscienza e autocoscienza, con particolare attenzione ai seguenti aspetti: a) ruolo della simulazione mentale nello sviluppo e nell’esercizio della psicologia ingenua, vale a dire della capacità di rappresentare i propri e gli altrui stati mentali e, con essa, le nostre capacità di spiegazione e interpretazione del comportamento. L’indagine del livello di attivazione neuronale ci porterà a valutare l’eventuale continuità tra processi simulativi di livello neurale e di livello psicologico; b) ruolo della capacità metarappresentazionale per il possesso di un’identità personale. - Unità di ricerca dell’Università IUAV: partendo dalla prospettiva di ricerca dei modelli mentali, verranno affrontati i seguenti temi: a) differenze nei processi simulativi di protagonisti e lettori di storie nel pensiero controfattuale post-decisionale. In contrasto con il presupposto tipico nella ricerca psicologica corrente, si mette in dubbio che i lettori costruiscano le stesse simulazioni controfattuali degli attori; b) relazione tra simulazione di situazioni controfattuali e capacità di fare previsioni accurate sulla base della valutazione probabilistica di eventi accaduti nel passato. Si vuole valutare l’influenza della simulazione controfattuale sull’hindsight bias (i.e., la tendenza a sovrastimare la propria capacità di fare predizioni accurate), esaminando in particolare l’ipotesi che tale influenza aumenti il grado di certezza retrospettiva sull’inesorabilità di un evento. Particolare attenzione verrà dedicata ai giudizi retrospettivi in relazioni a scelte finanziarie. - Unità di ricerca dell’Università di Modena-Reggio: relazione tra giochi di finzione e fruizione artistica, valutando l’eventuale il ruolo della simulazione mentale nell’avvicinare i due processi. Il gioco di finzione potrebbe infatti costituire il fondamento di attività quali lo story-telling, la percezione di immagini statiche e dinamiche, la costruzione di una realtà virtuale ecc. Si valuterà a) quanto il fare finta alla base della fruizione artistica sia un processo che un’abilità cognitiva che coinvolge il cambiamento di prospettiva, in particolare la dislocazione rispetto alla realtà 2) quanto l’attività di simulazione mentale comporti capacità metarappresentazionali, che la distinguerebbero da allucinazioni, sogni e altri processi caratterizzati da aspetti di illusione; si cercherà così di approfondire, mediante anche l’utilizzo di test e esperimenti

N. Bigi; P. Coppock ( 2006 ) - I segni intorno al testo. I dvd di Paz! e di Santa Maradona ( - Remix-Remake. Pratiche di replicabilità ) (Meltemi ROMA ITA ) - n. volume 37 - pp. da 335 a 354 ISBN: 9788883534997 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

Come abbiamo visto, un qualsiasi film ha quasi per necessità un corredo di testi a lato che però perdono di visibilità per il grande pubblico dato il loro carattere “esterno” rispetto al testo filmico. Questo stato di cose sta velocemente mutando anche grazie alla pervasiva diffusione del dvd, ormai al vertice del mercato audiovisivo sia in termini di diffusione che di fatturato. Dal punto di vista economico il dvd ha portato benefici in termini di possibilità di reimmissione nel mercato di titoli fuori catalogo o che non avrebbero avuto distribuzione in home-video6. Inoltre un prodotto che può fornire introiti maggiori rispetto agli incassi nelle sale e che vede nella diffusione del digitale terrestre, o nella pay-tv, un motore positivo per la propria esistenza (www.instat.com) , inizia ad essere percepito “…non più come la mera riproduzione su supporto fisico di un’opera cinematografica ma come la creazione di una autonoma opera con specifiche peculiarità contenutistiche” (Rossi 2003, p 4). La discussione non è più se e come il dvd abbia successo, ma come si debba costruire un dvd efficace: film, lingue, selezione scene, è la struttura standard di un dvd, ma cosa può apportare l’aggiunta di tutti quei materiali normalmente etichettati come contenuti extra o contenuti speciali? La nostra tesi, tutt’altro che univocamente accettata (Rossi 2003, Andrews 2002), è che il dvd rappresenti l’opportunità di creare un’opera a sé, che può aggiungere valore al film e che, di conseguenza, non si debba, per esempio, ragionare sui contenuti extra in termini quantitativi, ma che il dvd nel suo complesso debba rappresentare una traduzione intersemiotica del film per sfruttare pienamente questa tecnologia, ma torneremo più avanti sulle motivazioni che ci spingono a definirla in questo modo (per la definizione di traduzione Dusi 2002, 2003). Il tema del dvd, e del suo rapporto con il film, deve ancora essere affrontato in modo sistematico ed approfondito, noi ci limiteremo ad avviare la discussione sulle modalità di costruzione di quest’oggetto, visto in termini di una “traduzione” del film.

P. Coppock ( 2006 ) - Transmission and Interpretation of Signs: two sides of the same coin, or two different currencies? (Dipartimento di Scienze Sociali, Cognitive e Quantitative, Università degli Studi di Modena e Reggio Emlia ) [Altro (298) - Working paper]
Abstract

The main issue motivating this inquiry is the extent to which transmission and interpretation of signs need to be considered mutually interdependent practices and processes. In other words, do practices and processes of sign transmission presuppose the simultaneous co-occurrence of practices and processes of sign interpretation in order to function successfully, and vice versa, or can the transmission and interpretation of signs occur independently of one another and still be considered successful? Or, put yet another way: for us to claim that signs have been successfully transmitted, do we have to take as criterion for their successful transmission that they have been, or will be able to be, successfully interpreted? My assertion will be that neither the transmission nor the interpretation of signs can legitimately be considered value-free practices(the question of how to define value being a theme I shall revisit shortly). Consequently, in any given situation where signs are transmitted, it will also be necessary to take into account to what extent adequate conditions exist for their legitimate interpretation, if we are interested in gaining an as complete as possible understanding of the efficacy (or not) of the transmission practice or process.

P. Coppock ( 2005 ) - Parliamo di Jens: il trattamento mediatico d'un conflitto di interesse sportivo ( - Guerra di segni. Semiotica delle situazioni conflittuali ) (Centro Scientifico Editore TORINO ITA ) - pp. da 299 a 318 ISBN: 9788876407215 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

Tutti ricordano probabilmente un clamoroso conflitto avvenuto nell’estate del 2002 durante la coppa del mondo in Corea del sud, riportato e discusso a lungo nei media italiani e stranieri. Il conflitto vedeva contrapposti da una parte la squadra nazionale di calcio italiano, gli Azzurri e i loro tifosi, insieme a tutto il popolo sportivo italiano(inclusi giornalisti e commentatori), e dall'altra il guardalinee danese Jens Larsen e i suoi due colleghi arbitri, insieme ad altri responsabili della Federazione Internazionale Giuoco Calcio (FIFA). Al centro del conflitto due gol italiani annullati dagli arbitri a causa delle indicazioni date da Jens Larsen nel corso della partita di qualificazione contro la Croazia, sabato 8 giugno, 2002, partita persa alla fine dall' Italia per 1-2. Ho preso come punto di partenza questo conflitto perché rappresenta non solo un conflitto di interessi di vario genere (di identità personale e di gruppo, di orgoglio nazionale, di scopi economici e politici ecc.), ma anche perché, almeno in parte, è fondato su norme e valori culturalmente diversi. Si tratta di un conflitto sportivo comunicato tramite i mass-media italiani e internazionali con interessanti differenze interculturali sia per quanto riguarda l'espressione pubblica delle emozioni, sia relativamente ai valori attribuiti al ruolo dello gioco sportivo in una data cultura. Anche se non farò in questa sede un’analisi in termini di teoria della narratività, non sarebbe difficile un approccio di questo genere. Si può facilmente pensare una condizione iniziale di ordine: il calcio internazionale con le sue regole, i giocatori e gli arbitri, che coinvolge sia i tifosi italiani che il pubblico sportivo internazionale, i media italiani e stranieri, i protagonisti dell’economia, del potere politico e culturale ecc. con interessi diversi nel gioco di calcio. Questa situazione iniziale sarà seguita da una rottura dell’ordine: una sequenza di eventi sul campo durante la partita segnala al pubblico sportivo che uno o più arbitri hanno commesso uno o più errori di giudizio, avviando una serie di reazioni da parte dei giocatori e tifosi italiani, dei giornalisti e di altri interessati. Questa rottura dell'ordine implica una serie di prove: accuse di corruzione, litigi, dibattiti mediatici, conferenze stampa, interviste ecc., coinvolgendo i vari protagonisti nei media italiani e stranieri. Alla fine si può ipotizzare una forma di reintegrazione e restaurazione dell’ordine, magari con un livello più alto di conoscenza da parte dei diversi attori coinvolti, sia individualmente che collettivamente. A questo punto della storia vediamo che nella comunità sportiva è stato costituita, tramite la mediazione del conflitto, una accettazione generale e valorizzante del tipo “win-win”: viene confermato il valore canonico degli arbitri come strumenti culturalmente legittimi, sia per la prevenzione che per la mediazione di conflitti nella comunità sportiva, e viene loro assegnato un ruolo fondamentale per l’esistenza e il funzionamento adeguato del gioco, anche se essendo essere umani possono fare qualche errore nel corso del loro lavoro. Un aspetto centrale di questa mia lettura del conflitto è connesso all’importanza del ruolo di forme specifiche di comunicazione sociale che promuovano l’accettazione e gestione della diversità2 a livello sociale e culturale, facilitando così l'interpretazione degli errori individuali a livello comunitario in termini “win-win”. Queste strategie comunicative sembrano essere di fondamentale importanza per assicurare la possibilità di una soluzione pacifica dei conflitti che emergono costantemente nelle nostre società moderne sempre più complesse, con un alto grado di interpenetrazione. In questa prospettiva, le diversità sociali, gli errori e la risoluzione dei conflitti potranno essere viste come funzioni attive di una zona conciliatoria della comunicazione sociale. In questa zona sia i

P. Coppock ( 2005 ) - Systemic Functional Linguistics, Semiotics and Philosophy of Organism: Part of the same project? (Dipartimento di Scienze Sociali, Cognitive e Quantitative, Università degli Studi di Modena e Reggio Emilia ) [Altro (298) - Working paper]
Abstract

In this article I explore some potential philosophical intersections between Systemic Functional Linguistics (SFL), General Semiotics (GS) and Process Philosophy (PP). Much work in contemporary PP is inspired by the work of British philosopher, mathematician and logician Alfred North Whitehead (1861-1947), probably best known for his cooperation with Bertrand Russell on “Principia Mathematica”. Less well known is that Whitehead, during his time in America at Harvard University from 1924 until he retired in 1939, developed a “Philosophy of Organism” (PO). What is of particular interest for both SFL and GS here, is that PO and PP point in other directions, oriented more to accommodating process factors in ontological, epistemological and axiological description than those directions traditionally traced out within the philosophy of language and linguistic metatheory.Epistemologically speaking, SFL, GS and PO clearly have a number of zones of intersection. To bring these more clearly into focus, we move from some epistemological presuppositions of SFL, by way of some of those of GS, to PO. This can be profitable transition, since in GS terms, SFL is construable as a Specific Semiotics (SS) with language as its main object of study, while GS, on the other hand, is a philosophical project that studies, in Umberto Eco’s words: “the whole of human signifying activity”, and “languages through languages” . GS is thus too, “a philosophy of language which stresses the comparative and systematic approach to languages (and not only to verbal language) by exploiting the result of different, more local enquiries.”

P. Coppock ( 2005 ) - Systemic Functional Linguistics, Semiotics and Philosphy of Organism ( - Semiotics from the North. Nordic approaches to systemic functional linguistics ) (Novus Press Oslo NOR ) - pp. da 23 a 34 ISBN: 9788270994182 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

In this article I explore some points of possible convergence between systemic functional linguistics (hereafter: SFL), general semiotics (hereafter GS), and a strain of contemporary philosophical thought known as process philosophy or process metaphysics . In doing so I want to suggest some possible points of contact between SFL and some new currents in philosophy that point in some other directions than those that up until now have most commonly been associated with the philosophy of language and linguistic metatheory. In this connection a central figure is Alfred North Whitehead, the British philosopher, mathematician and logician who is probably best known for his work together with Bertrand Russell on symbolic logic, which as published as Principia Mathematica . What is probably less well known for many is that Whitehead, in the wake of Principia came to diverge in his philosophical interests from Russell, and went on to develop a speculative philosophy that he named Philosophy of Organism, and which has also, for reasons that will become apparent later, also came to be known as process philosophy.This is then a metatheoretical, or metasemiotic, discourse designed to construe SFL in dialogical terms, not only in relation to the science of semiotics envisioned by Saussure (developed subsequently by Hjelmslev and Greimas) in his Cours de linguistique générale of ‘semiology’ when he spoke of the “science that studies the life of signs within society” , but also as a part of the general semiotics as outlined by Eco as a philosophical project that “studies the whole of human signifying activity - languages - and languages are what constitutes human beings as such, that is, as semiotic animals. It studies languages through languages.” Such a systematic philosophical investigation of this kind has “pragmatic” effects in itself, since, as Eco also points out: the very act of asking general questions about the whole of human signifying activity in the present, with reference to its past, is inevitably destined to influence the course of this self-same activity in the future. General semiotics must then be seen as necessarily transforming its own object by the very fact of its basic theoretical assumptions.

P. Coppock; E. Tarasti ( 2004 ) - What is Communication? Epistemological and Empirical Foundations of Transmission Signs [Esposizione (290) - Esposizione]
Abstract

Advanced Research Seminar: “What is Communication? Epistemological and Empirical Foundations of Transmission Signs (Moderator), at the International Summer School in Semiotics: “The Semiotic Web”, Finnish Network University of Semiotics, Imatra, Finland, 3-09.06.04.

P. Coppock ( 2003 ) - C.S.Peirce and the Mind-Body-World Relation (Dipartimento di Scienze Sociali, Cognitive e Quantitative, Università degli Studi di Bologna ) [Altro (298) - Working paper]
Abstract

It seems reasonable to suggest that the sensible body-mind complex, when examined from within the kind of philosophical perspective envisioned by Peirce, can be seen as functioning as a dynamic, “localising” or “focusing” semiotic space – a kind of natural “force-field” or “nexus”26, facilitating the self-organisation of a type of “habituated boundedness”, which in each individual organism, exerts a unique “subjective” kind of filtering and perspectivising influence on the on-going flux of phenomenological experience. This general way of thinking about things strikes me also as rather similar to the notion of how attractors function to exert a pull on certain processes in conceptual, or other types of phase space, as suggested by Peter Bøgh Anderson recently in relation to his semiotic theory for modelling genres as dynamic self-organizing systems (see Bøgh Andersen 2000) At the same time, the body-mind complex remains open for future re-organisations of its habituated (and habituating) configurations of categorising relations at any given time. According to this view, relational reorganisations result from semiotic processes instigated by certain types of (surprising) experiences, allowing for the development of innovative configurations of perspectival filterings related to, but not isometric with. other self-organizing semiotic processes in the natural environment external to the more “local” (both subjective and intersubjective) perspectivising environment that each mind-body nexus offers through its own currently habituated ways of organizing and categorizing signs in terms of meanings. We have seen that in a living, breathing world it is not, seen from Peirce’s point of view, sufficient to operate with dichotomised distinctions between pairs of “entities” such as mind and body, or body and world. Mind, body and world are seen by Peirce as living and moving together in a creative dialogue with one another, interwoven in semiotic processes that generate and respectively modify the cognitive, physiological and material regularities (habits) which self-organize, through their ongoing orderings and reorderings inherent in their own “embodiedness”, the unique interrelationships that develop and change over time in a continuity of interactions of mind, body and reality. As human beings, we are locally situated in the developing complexity of a material, conceptual and interactional world, our minds are locally situated in material, conceptual and interactional bodies, and,these three semiotic “loci” of world, mind and body interact continually with one another in the further “sympathetic” development of one another.

P. Coppock ( 2003 ) - Parliamo di Jens. Il trattamento mediatico di un conflitto di interesse sportivo. (Dipartimento di Scienze Sociali, Cognitive e Quantiative, Università degli Studi di Modena e Reggio Emilia ) [Altro (298) - Working paper]
Abstract

Tutti ricordano probabilmente un clamoroso conflitto avvenuto nell’estate del 2002 durante la coppa del mondo in Corea del sud, riportato e discusso a lungo nei media italiani e stranieri. Il conflitto vedeva contrapposti da una parte la squadra nazionale di calcio italiano, gli Azzurri e i loro tifosi, insieme a tutto il popolo sportivo italiano(inclusi giornalisti e commentatori), e dall'altra il guardalinee danese Jens Larsen e i suoi due colleghi arbitri, insieme ad altri responsabili della Federazione Internazionale Giuoco Calcio (FIFA). Al centro del conflitto due gol italiani annullati dagli arbitri a causa delle indicazioni date da Jens Larsen nel corso della partita di qualificazione contro la Croazia, sabato 8 giugno, 2002, partita persa alla fine dall' Italia per 1-2. Ho preso come punto di partenza questo conflitto perché rappresenta non solo un conflitto di interessi di vario genere (di identità personale e di gruppo, di orgoglio nazionale, di scopi economici e politici ecc.), ma anche perché, almeno in parte, è fondato su norme e valori culturalmente diversi. Si tratta di un conflitto sportivo comunicato tramite i mass-media italiani e internazionali con interessanti differenze interculturali sia per quanto riguarda l'espressione pubblica delle emozioni, sia relativamente ai valori attribuiti al ruolo dello gioco sportivo in una data cultura. Anche se non farò in questa sede un’analisi in termini di teoria della narratività, non sarebbe difficile un approccio di questo genere. Si può facilmente pensare una condizione iniziale di ordine: il calcio internazionale con le sue regole, i giocatori e gli arbitri, che coinvolge sia i tifosi italiani che il pubblico sportivo internazionale, i media italiani e stranieri, i protagonisti dell’economia, del potere politico e culturale ecc. con interessi diversi nel gioco di calcio. Questa situazione iniziale sarà seguita da una rottura dell’ordine: una sequenza di eventi sul campo durante la partita segnala al pubblico sportivo che uno o più arbitri hanno commesso uno o più errori di giudizio, avviando una serie di reazioni da parte dei giocatori e tifosi italiani, dei giornalisti e di altri interessati. Questa rottura dell'ordine implica una serie di prove: accuse di corruzione, litigi, dibattiti mediatici, conferenze stampa, interviste ecc., coinvolgendo i vari protagonisti nei media italiani e stranieri. Alla fine si può ipotizzare una forma di reintegrazione e restaurazione dell’ordine, magari con un livello più alto di conoscenza da parte dei diversi attori coinvolti, sia individualmente che collettivamente. A questo punto della storia vediamo che nella comunità sportiva è stato costituita, tramite la mediazione del conflitto, una accettazione generale e valorizzante del tipo “win-win”: viene confermato il valore canonico degli arbitri come strumenti culturalmente legittimi, sia per la prevenzione che per la mediazione di conflitti nella comunità sportiva, e viene loro assegnato un ruolo fondamentale per l’esistenza e il funzionamento adeguato del gioco, anche se essendo essere umani possono fare qualche errore nel corso del loro lavoro.

P. COPPOCK ( 2003 ) - Semiotica dei nuovi media e nuove modalità di formazione (Gruppo Editoriale Fabbri, Bompiani, Sonzogno, Etas ) - VS - n. volume 94/95/96 2003 - pp. da 71 a 83 ISSN: 0393-8255 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Abatract:Aprendo il workshop sulla semiotica dei nuovi media, tenutosi nei giorni 5-7 febbraio 2003 al Dipartimento di Discipline della Comunicazione all’Università di Bologna e da cui questo articolo ha preso le mosse, Giovanna Cosenza aveva sottolineato l’importanza di cominciare a sviluppare uno sguardo ampiamente interdisciplinare sui nuovi media. Impossibile non concordare interamente con questo approccio e con i suoi presupposti metodologici e filosofici, se vogliamo comprendere e analizzare dal punto di vista semiotico questi fenomeni. Prima di parlare di una semiotica dei nuovi media dovremo però ragionare su cosa intendiamo quando diciamo “nuovi media”. Poi, se vogliamo parlare di semiotica dei nuovi media dal punto di vista del loro ruolo nell’ambito formativo (a tutti livelli del sistema di formazione italiano) dovremo aggiungere alcune riflessioni in riferimento al discorso pedagogico - didattico. Iniziamo dai nuovi media. Possiamo evidenziare almeno tre aspetti generali, ma allo stesso tempo potenzialmente rilevanti per il progetto. I primi due sono i seguenti: 1. Aspetti tecnologici collegati al concetto della pluri-/multimedialità nella comunicazione 2. Aspetti semiotici collegati alla pluri-/ multimodalità del comportamento e della comunicazione umana e sociale, e loro remediation1, includendo concetti e pratiche collegate al pluri-/multilinguismo e alla pluri-/multifunzionalità Passando poi all’ambito della formazione abbiamo: 3. Aspetti biologici, sociologici, psicologici e semiotici connessi alla crescita/sviluppo del singolo soggetto/ individuo, e quindi all’idea della comunità civile, e per estensione all’insieme della nostra conoscenza enciclopedica e interpretativa umana (nei termini di Eco), che per adesso sintetizziamo nella metaproposizione: crescita della complessità.

P. Coppock ( 2003 ) - Semiotica dei nuovi media e nuove modalità di formazione (Dipartimento di scienze sociali, cognitive e quantitative, Università degli Studi di Modena e Regio Emlia ) [Altro (298) - Working paper]
Abstract

Aprendo il workshop sulla semiotica dei nuovi media, tenutosi nei giorni 5-7 febbraio 2003 al Dipartimento di Discipline della Comunicazione all’Università di Bologna e da cui questo articolo ha preso le mosse, Giovanna Cosenza aveva sottolineato l’importanza di cominciare a sviluppare uno sguardo ampiamente interdisciplinare sui nuovi media. Impossibile non concordare interamente con questo approccio e con i suoi presupposti metodologici e filosofici, se vogliamo comprendere e analizzare dal punto di vista semiotico questi fenomeni. Prima di parlare di una semiotica dei nuovi media dovremo però ragionare su cosa intendiamo quando diciamo “nuovi media”. Poi, se vogliamo parlare di semiotica dei nuovi media dal punto di vista del loro ruolo nell’ambito formativo (a tutti livelli del sistema di formazione italiano) dovremo aggiungere alcune riflessioni in riferimento al discorso pedagogico - didattico. Iniziamo dai nuovi media. Possiamo evidenziare almeno tre aspetti generali, ma allo stesso tempo potenzialmente rilevanti per il progetto. I primi due sono i seguenti: 1. Aspetti tecnologici collegati al concetto della pluri-/multimedialità nella comunicazione 2. Aspetti semiotici collegati alla pluri-/ multimodalità del comportamento e della comunicazione umana e sociale, e loro remediation1, includendo concetti e pratiche collegate al pluri-/multilinguismo e alla pluri-/multifunzionalità Passando poi all’ambito della formazione abbiamo: 3. Aspetti biologici, sociologici, psicologici e semiotici connessi alla crescita/sviluppo del singolo soggetto/ individuo, e quindi all’idea della comunità civile, e per estensione all’insieme della nostra conoscenza enciclopedica e interpretativa umana (nei termini di Eco), che per adesso sintetizziamo nella metaproposizione: crescita della complessità.

P. Coppock ( 2002 ) - Charles Sanders Peirce and the Mind-Body-World Relation - VS - n. volume 92/93 - pp. da 135 a 167 ISSN: 0393-8255 [Articolo in rivista (262) - Articolo su rivista]
Abstract

.It seems reasonable to suggest that the sensible body-mind complex, when examined from within the kind of philosophical perspective envisioned by Peirce, can be seen as functioning as a dynamic, “localising” or “focusing” semiotic space – a kind of natural “force-field” or “nexus”26, facilitating the self-organisation of a type of “habituated boundedness”, which in each individual organism, exerts a unique “subjective” kind of filtering and perspectivising influence on the on-going flux of phenomenological experience. This general way of thinking about things strikes me also as rather similar to the notion of how attractors function to exert a pull on certain processes in conceptual, or other types of phase space, as suggested by Peter Bøgh Anderson recently in relation to his semiotic theory for modelling genres as dynamic self-organizing systems (see Bøgh Andersen 2000) At the same time, the body-mind complex remains open for future re-organisations of its habituated (and habituating) configurations of categorising relations at any given time. According to this view, relational reorganisations result from semiotic processes instigated by certain types of (surprising) experiences, allowing for the development of innovative configurations of perspectival filterings related to, but not isometric with. other self-organizing semiotic processes in the natural environment external to the more “local” (both subjective and intersubjective) perspectivising environment that each mind-body nexus offers through its own currently habituated ways of organizing and categorizing signs in terms of meanings. We have seen that in a living, breathing world it is not, seen from Peirce’s point of view, sufficient to operate with dichotomised distinctions between pairs of “entities” such as mind and body, or body and world. Mind, body and world are seen by Peirce as living and moving together in a creative dialogue with one another, interwoven in semiotic processes that generate and respectively modify the cognitive, physiological and material regularities (habits) which self-organize, through their ongoing orderings and reorderings inherent in their own “embodiedness”, the unique interrelationships that develop and change over time in a continuity of interactions of mind, body and reality. As human beings, we are locally situated in the developing complexity of a material, conceptual and interactional world, our minds are locally situated in material, conceptual and interactional bodies, and,these three semiotic “loci” of world, mind and body interact continually with one another in the further “sympathetic” development of one another.

P. COPPOCK ( 2002 ) - Identity, audience and community in writing research ( - The Semiotics of Writing: Transdisciplinary perspectives on the technology of writing ) (Brepols TURNHOUT BEL ) - n. volume SACS 10 - pp. da 37 a 62 ISBN: 9782503512419 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

A short message to the reader Patrick J. CoppockUniversity of Modena and Reggio EmiliaReggio EmiliaItaly e-mail: coppock.patrick@unimo.itReggio Emilia, November 2000 Dear Reader, The following chapter is a revised and somewhat expanded version of a manuscript prepared for an introductory talk I gave at the opening of the international writing research conference held in November 1999 at the University of San Marino, The Semiotics of Writing: Transdisciplinary Perspectives on the Technology of Writing. It was this conference which gave rise to the volume which you now (presumably) are holding in your hands.In what follows, I have chosen to preserve as much of the original ‘oral’, rather personal style of my presentation as possible. I have done this in order to try and make explicit some implicit, and I believe important, issues regarding the role of identity – as expressed and developed through personal experience, and subsequently, private and public writing and discourse practices – in developing an intimate relationship with an audience of others, and on the basis of this intimacy, an extended community of inquiry.This strategically oriented stylistic choice on my part may perhaps annoy or even offend you as reader to begin with, in seeming to transgress some of the textual and interactional norms traditionally implicit in what we generally refer to as ‘scientific’ or ‘academic’ writing. But I hope you will bear with me a while – at least long enough to gather some overall impression of what I have tried to do in what I write here. If after doing so, you should then decide to abandon any further attempts to follow up, or interpret my message, then of course the fault remains entirely mine. Thanks for your attention in this matter. Patrick

P. COPPOCK ( 2002 ) - The Semiotics of Writing: Transdisciplinary perspectives on the technology of writing (Brepols TURNHOUT BEL ) - n. volume SACS 10 - pp. da 1 a 338 ISBN: 9782503512419 [Curatela (284) - Curatela]
Abstract

The fifteen articles that make up this volume were presented and discussed at an international conference entitled ‘The Semiotics of Writing: Transdisciplinary Perspectives on the Technology of Writing’, held at the International Centre of Semiotic and Cognitive Studies of the University of San Marino from 12-14th November 1999.Some central themes explored awere as follows: * The semiotics of writing: writing construed as a socio-semiotic system for human communication and meaning-making* Writing and cognition: the role of writing in the development of ontological and other forms of categories, concepts, forms of argumentation, inference and reasoning* Writing and culture: the role of the various systems, forms and genres of writing in the evolution and development of human culture* Writing science: the role of the semiotic system of writing in on-going processes of scientific research and communication* Writing and learning: the role of writing in institutionalised and other forms of teaching and learning* Writing technologies: how modern technologies designed specifically to write with, and in, affect the writing process and the types of texts produced

P. Coppock ( 2001 ) - Preface [The semiotics of writing] ( - The Semiotics of Writing: Transdisciplinary perspectives on the technology of writing ) (Brepols Turnhout BEL ) - pp. da 7 a 35 ISBN: 9782503512419 [Prefazione/Postfazione (269) - Prefazione o Postfazione]
Abstract

Prefazione al libro: The semiotics of writing

P. Coppock; P. Violi ( 1999 ) - Conversazioni Telematiche ( - La conversazione. Un’introduzione allo studio dell'interazione verbale ) (Raffaello Cortina Milano ITA ) - pp. da 319 a 364 ISBN: 9788870785715 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

I difficili problemi posti dall’analisi e dalla comprensione della comunicazione umana divengono ancora più complessi nel momento in cui si considera il ruolo che le nuove tecnologie della comunicazione (e dell’informazione) stanno rivestendo nei processi di comunicazione. Allo stesso tempo una migliore comprensione degli effetti che queste tecnologie hanno a livello comunicativo può servire ad attirare la nostra attenzione su certi aspetti della comunicazione che si riveleranno essenziali anche per forme di comunicazione non mediate dalla tecnologia. In questo capitolo cercherò di mostrare come un approccio all’etnografia della comunicazione basato sulla nozione goffmaniana di cambiamento di footing nel discorso può consentirci di trattare alcuni problemi specifici delle conversazioni ed interazioni in ambienti multimediali ed ipermediali, ed allo stesso tempo illuminare anche aspetti essenziali delle ordinarie interazioni faccia a faccia,sia verbali che non verbali. In primo luogo tuttavia cercherò di costruire un comune quadro di riferimento con il lettore presentando alcuni recenti sviluppi nella tecnologia della comunicazione in rete, insieme ad alcuni problemi connessi alla comprensione di queste specifiche tecnologie come forma di ambiente conversazionale.E’ possibile infatti che perfino una delle nozioni centrali introdotte nel titolo di questo capitolo, e precisamente quella di ‘ambiente virtuale distribuito’, non sia immediatamente trasparente per i lettori, e che, per poter discutere degli schemi necessari ad un’analisi etnografica delle conversazioni che hanno luogo in questi ambienti, sia quindi necessaria qualche spiegazione iniziale di questo concetto. Nel quadro del presente lavoro, definirò la nozione di ‘ambiente virtuale distribuito’ nella sua accezione più generale come un tipo specifico di ambiente mediato tecnologicamente che facilità la comunicazione, l’interazione e la gestione delle risorse umane nell’ambiente virtuale, e allo stesso tempo facilità processi simili di comunicazione, interazione e gestione delle risorse in ambienti non virtuali, sia localmente che globalmente.

P. Coppock ( 1999 ) - The Semiotics of Writing: Transdisciplinary Perspectives on the Technology of Writing [Esposizione (290) - Esposizione]
Abstract

Advanced Research Workshop: "The Semiotics of Writing", University of San Marino, International Center for Semiotic and Cognitive Studies, San Marino, 12-14.11.99. The principal objective for this international interdisciplinary workshop is to bring together, and open up a transdisciplinary conversational space for, eminent scholars from a broad range of research areas, all in one way or another concerned with the theme of written communication. Starting from quite modest beginnings as a field of empirical study in the late 1960’s and early 1970’s, writing research has now begun to position itself internationally as a dynamic, pragmatic, and not least highly transdisciplinary field of inquiry, focusing on many different forms of written communication which are studied from the point of view of a wide range of research perspectives. More recently, attention in the field has begun to move towards understanding the complex relationship between the semiotic system of writing and other semiotic or representational systems increasingly found in electronically mediated multimodal texts: photographic images and other forms of visual art, diagrams, animations, video and sound sequences. This shift of attention has naturally enough been provoked by the need to address in meaningful ways the increasing degree of blending of these different ways and means of making meaning in texts linked in networked hypermedia systems, and the interactional aspect of different forms of shared writing environments opened up for by the development of new media technologies.This growth and diversification of the field of writing research parallels similar tendencies in the broader and more general fields of semiotic and cognitive studies over the last thirty years or so. Semioticians have traditionally concentrated their energies on examining processes of meaning-making through the exchange and interpretation of signs – an interdisciplinary and generic term which today in practice is generally taken to mean various forms of texts and/ or utterances, construed as situated acts of communication – as they function in a broad range of socio-cultural contexts. Cognitive scientists, on the other hand, have tended to concern themselves with attempting to understand, through structured empirical forms of research, the relationship between observable, quantifiable aspects of cognition processes – which in practice means different forms of behaviour – and their biological and neuro-physiological correlates. In both the above-mentioned fields, issues relating to aspects of multimodality in communication have been brought more and more to the fore in recent years.Although sometimes seeming to differ quite radically in their basic epistemologies and methodological approaches, and thus still considered by some scholars and scientists as separate, and even incommensurable, fields of inquiry, there is something fundamental which both these domains of research share. This common ground is a deep and passionate belief in the necessity and productivity of transdisciplinary forms of communication, cooperation and understanding in scientific research. As time goes on, it is becoming increasingly clear that vast domains of overlap and common interest do indeed exist across the boundaries of these two domains. This growing sense of scientific fellowship and community in the general area of semiotic and cognitive studies is beginning to create and exciting sense of continuity across the two domains, traversing and transgressing any form of postulated ‘divide’ between them. Those differences in perspective and methodology that do exist merely make for lively and constructive dialogue and healthy controversy. As Marcello Dascal has repeatedly reminded us, truly excellent science cannot develop and spread without healthy forms of controversy, and the discourse dynamic in the zone of proximal development between cognitive and semiotic

K.L. Berge; P. Coppock; E. Maagerø ( 1998 ) - Å Skape Mening Med Språket. En samling artikler av M.A.K. Halliday, R. Hasan, J.R. Martin ( - Å Skape Mening Med Språket ) (Landslaget for norskundervisning (LNU)Cappelen Akademiske Forlag Oslo NOR ) [Traduzione di libro (283) - Traduzione di Libro]
Abstract

Boken presenterer Hallidays sosialsemiotikk og funksjonelle grammatikk. Artiklene handler om forholdet mellom språk, kontekst og tekst, om muntlige og skriftlige måter å mene på, om mening og konstruksjon av virkelighet i tidlig barndom og om språk og skriving i naturfagene og humaniora. Har engelsk/norsk ordliste og litteraturliste.

P. Coppock ( 1998 ) - A Sociosemiotic Approach to Processes of Textual and Interaction Norm Change in Distributed Virtual Environments ( Dialoganalyse VI - Prague - 17-20.04.1996) ( - Dialoganalyse VI: Proceedings of The 6th International Congress of the International Association for Dialogue Analysis ) (Max Niemeier Verlag Tubingen DEU ) - n. volume 1 - pp. da 271 a 281 ISBN: 9783484750166 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

Der Band versammelt die Beiträge, die verschiedene Bereiche der Dialogforschung behandeln: 1. Rhetorik und Argumentation (einschließlich des Dialogs und der Argumentation in wissenschaftlichen Texten und Lehrbüchern), 2. Semiotik des Dialogs (Mündlichkeit und Schriftlichkeit, nonverbale Kommunikation, u.a. Internet-Kommunikation und die Rolle der elektronischen Medien), 3. Linguistische Ebenen der Dialoganalyse (Grammatik, Semantik, Phonetik), 4. Dialog und Institutionen (Schule, Therapie, Polizei, Gericht), 5. Dialog im Bereich der Politik und Massenmedien, 6. Dialog in der Kunst (Literatur, Theater, Film, Musik).

P. COPPOCK ( 1998 ) - Negoziazione dell’identità pubblica in tribunale ( - Di Pietro e il Giudice. L'interogatorio al Tribune di Brescia ) (Pitagora Editore BOLOGNA ITA ) - pp. da 87 a 96 ISBN: 9788837110444 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

ABSTRACT (In English):The piece of courtroom conversation discussed in this article is part of a transcript made from a video recording of a cross-examination of Antonio Di Pietro, the former leader of the group of Italian magistrates who carried out the Mani Puliti anti-corruption campaign in Milan between 1992 and 1995. Di Pietro later became the italian minister of Public Works shortly after the centre-left alliance, Ulivo (The Olive Tree) - led by Romano Prodi - gained power in Italy in April 1996. Di Pietro later resigned the post of Minister of Public Works, due to pending investigations into some of his actions while in his former role as magistrate during the Mani Puliti campaign.This particular section of the cross-examination was broadcast on several national TV news programs in Italy while the proceedings were going on, and the rather curious and convoluted nature of this short conversation between the president of the tribunal and Di Pietro makes this an especially unusual and interesting piece of both technologically mediated, and thus essentially highly public, discourse.

P. COPPOCK ( 1997 ) - Grammar, Logic and community in science: Charles Sanders Peirce and his presuppositional classification of the sciences ( - Festschrift til Johan Arnt Myrstad i anledning 50-årsdagen. [Festschrift per I 50 anni di  Johan Arnt Myrstad] ) (Tapir Forlag TRONDHEIM NOR ) - pp. da 27 a 82 ISBN: 9788251913676 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

The American philosopher Charles Sanders Peirce was, in the words of one modern philosopher who knew and understood Peirce's life and work as few have done since, namely Max Fisch (1981): "the most original and the most versatile intellect that the Americas have so far produced"[1]. Fisch goes on to credit Peirce with having maintained a truly vast range of interests and consistent and lasting involvement in many different fields of science throughout his life - he was, he writes: "Mathematician, astronomer, chemist, geodesist, surveyor, cartographer, meteorologist, spectroscopist, engineer, inventor; psychologist, philologist, lexicographer, historian of science, mathematical economist, lifelong student of medicine; book reviewer, dramatist, actor, short story writer; phenomenologist, semiotician, logician, rhetorician [and] metaphysician[.]" [ibid.]Born in Cambridge, Massachusetts on September 10, 1839, Charles Peirce was second son of the influential and respected Harvard mathematician and astronomer Benjamin Peirce and his wife Sarah Hunt Mills Peirce. His original and innovative thought and proliferous writing (some estimates, see e.g. Fisch, Ketner & Kloesel (1979), put the total number of publications throughout his life to 800, running to around 12,000 pages, and his complete Nachlass comprises around 100.000 pages in all (though estimates vary - see also footnote 2 below)) remained largely unread on a wider scale during his lifetime, and he was generally misunderstood in his own time. Partly due to this fact, as well as to his rather complex and abrasive personality as well as his general lack of concern for what others might have thought of him, both his academic and private lives were not easy ones, and he died of cancer in 1914 in more or less abject poverty with his greatest, life-long philosophical project not yet realised.It is not the purpose of this essay to examine Charles Sanders Peirce's tortuous and tragic life history in detail - those readers who may be interested in doing so are encouraged to read those more specifically biographical works which have already been published, such as those by Joseph Brent (1993) and Robert Corrington (1993) - see also Murphey 1993 for some useful biographical information on the dynamics of the father-son relationship between Charles and Benjamin Peirce. I think though, in passing, that it is important to mention here that it is still my, and many other much more experienced Peirce scholars' than I, contention that a completely adequate, fair and fully representative biography of Charles Sanders Peirce multifaceted and intensely productive life, thought and work has yet to be written, and it is only to be hoped that this sorry lack in the social and cultural history of philosophy and science will be satisfactorily remedied at some future time.

P. COPPOCK ( 1997 ) - The Electronic Hypermedia Encyclopaedia: Transcending the constraints of the "authoritative work? Sémiotiques (ed. Peter Stockinger) (Societe Nouvelle Didier Erudition:6 rue de la Sorbonne, 75005 Paris France:011 33 1 43544757, EMAIL: klincksieck@wanadoo.fr, Fax: 011 33 1 40517385 ) - SÉMIOTIQUES - n. volume 12, juin 1997 - pp. da 9 a 44 ISSN: 1160-9907 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Pre-print version online: http://coppock-violi.com/web/Hyper/Hypermedia_TOC.html

P. COPPOCK ( 1997 ) - The semiotics of a phenomenological research paradigm for investigating the evolution and ontogenesis of cultural norm-systems in distributed virtual environments - SEMIOTICA - n. volume 115-3/4 (1997) - pp. da 235 a 262 ISSN: 0037-1998 [Articolo in rivista (262) - Articolo su rivista]
Abstract

In this paper I address philosophical and methodological issues posed by a study of how text norm-systems change when scientific authors write collaboratively over time in distributed virtual environments.The problem addressed is related to the fact that the qualitative demands on scientific authorship are steadily increasing. This has amongst other things to do with the increasing opportunities for dissemination and public discussion and criticism of such writing offered by the many new forms of communication media that we have been discussing here at this conference. There is a growing need to frame the development of text norms associated with scientific writing in a wider, more globally oriented context. Scientific authors will need to learn how to (re)interpret and (re)present their work for other groups of readers than their own peer academic text cultures; positioning themselves in relation to a much wider field of critical discourse than previously. At the same time research into the process of writing is making us increasingly more aware of the crucial importance that the sociocultural and interpersonal environment where collaborative scientific writing occurs exerts on qualitative aspects of this writing.In a large number of fields of the traditional sciences practitioners are gradually beginning to re-orient towards an inclusion of their work within the technologically mediated horizon of distributed virtual environments.Distributed text-based and hypermedia technologies are already in use by increasing numbers of scientists and other academics in developing, disseminating and discussing scientific knowledge and understanding. Examples of how e-mail discussion lists and distributed hypermedia systems like World Wide Web are being used in this way have been a subject of discussion in many of the papers presented here in Kassel. Various forms of simulation produced by means of three dimensional representations of object worlds known as Virtual Reality are another such example of how new technology is impinging on, and changing the textual norms of the scientific community. In my research project I shall be focusing mainly on a type of distributed virtual environments where authors can not only interact by means of writing to one another in real time, but also place texts in the virtual environment for other participants to read and, if they wish, take part in constructing the mediated life-world they are in by writing text descriptions of these environments which others can read as they enter them. Virtual environments of this kind are generally referred to as Multi-User Dialogues (MUDD's or MOO's).

P. Coppock; M. Sheets-Johnstone; H. Hoibråten ( 1996 ) - "Embodiment, Language, and the Puzzle of Speech Perception" [Esposizione (290) - Esposizione]
Abstract

Advanced research seminar on embodiment, language and speech perception, organised together with Maxine Sheets-Johnstone (University of Oregon) for the departmental research seminar series of the Department of Applied Linguistics, Norwegian University of Science and Technology, Trondheim, Norway, 04.12.1996.

P. Coppock ( 1996 ) - Review of T.C. Daddesio: "On Minds and Symbols: The Relevence of Cognitive Science for Semiotics" ( - On Minds and Symbols: The Relevence of Cognitive Science for Semiotics ) - VS - n. volume 73/74 - pp. da 263 a 265 ISSN: 0393-8255 [Recensione in rivista (263) - Recensione in Rivista]
Abstract

P. Coppock; M. Sheets-Johnstone; H. Høibråhen ( 1996 ) - Seminar: "The Primacy of Movement - An Encounter with Maxine Sheets- Johnstone" [Esposizione (290) - Esposizione]
Abstract

Advanced research seminar on the primacy of movement in the development of human consciousness, thought and language, with Maxine Sheets-Johnstone (University of Oregon, USA), author of the volume "The Primacy of Movement", in the series "Advances in Consciousness Research, John Benjamins Publishing Company (1999), for the Theory of Science Forum, Department of Philosophy, Norwegian University of Science and Technology, Trondheim, Norway.

P. Coppock ( 1995 ) - A semiotic perspective on the development of (artificial) consciousness ( The Fifth Nordic Conference in Artificial Intelligence: Frontiers in Artificial Intelligence and Applications, - Trondheim, Norway - 29-31.05.1995) ( - SCAI '95, Proceedings of The Fifth Nordic Conference in Artificial Intelligence ) (IOS Press Amsterdam NLD ) - n. volume 28 - pp. da 378 a 386 ISBN: 9789051992212 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

The interactional, intersubjective nature of the evolutionary development of consciousness and intentionality in human beings is one of the most difficult and often subverted aspects of human experience for experts working with modelling systems addressing such problems as natural language processing, development of inferencing and knowledge systems, interface design and indeed, human-computer interaction in general. A semiotic perspective has been chosen for this paper because I believe that semiotics provides an ontological framework that allows the evolutionary development of consciousness as intentionality to be examined within a broad cross-disciplinary framework, and because I believe that working within a semiotic framework is one of the most profitable ways for humanist scholars to approach this particular field of study.

P. COPPOCK ( 1995 ) - Intra-cultural aspects of legal interpreting for deaf people (Registry of Interpreters for the Deaf:333 Commerce Street:Alexandria, VA 22314:(703)838-0030, EMAIL: ridmember@aol.com, Fax: (703)838-0454 ) - JOURNAL OF INTERPRETATION - n. volume 7-1 1995 - pp. da 73 a 89 ISSN: 0882-7893 [Articolo in rivista (262) - Articolo su rivista]
Abstract

Deaf people, although members of majority cultures largely constituted by the languages and lives of hearing people, also belong to minority cultures constituted by the sign languages and lives of deaf people. Sign language interpreters act as mediators of communication during encounters between representatives of these two cultures, with the express aim of enabling both parts to express themselves freely in the particular language they feel most at home with.Legal interpreting situations represent one general category of symbolically loaded encounters between representatives of the cultures and languages of deaf and hearing people. This wider category of encounters represents a broad range of different types of encounters, each with their own sets of socially and/or culturally appropriate codes of behaviour, linguistic codes and stringent norms and rules for the organisation of discourse and interaction in general.This paper discusses a model for examining intra-cultural aspects of interpreting in legal settings where deaf people may be present either as plaintiff, witness or accused. A constructionist approach is used to describe the interpreted courtroom as a complex social (semiotic) field with a large number of different codes and meta-codes in operation simultaneously. Focus is on development and maintenance of a professional role and function (position) for sign-/ spoken language interpreters working in legal settings. Specific demands that legal interpreting makes on sign-/spoken language interpreters' communicative competence are incorporated in the discussion. Particular attention is paid to problems associated with representation of meta-communicative and/or non-verbally coded signals in legal interpretation between signed and spoken languages. Finally, the need for a specialised code of ethics applicable to the field of legal interpreting is discussed.

P. Coppock ( 1995 ) - Review of Charles Morris: "Symbolism and Reality: A Study of the Nature of Mind" ( - Symbolism and Reality: A Study of the Nature of Mind ) - VS - n. volume 72 - pp. da 146 a 148 ISSN: 0393-8255 [Recensione in rivista (263) - Recensione in Rivista]
Abstract

P. Coppock ( 1995 ) - Review of “Semiotics and Linguistics in Alice's Worlds”. ( - Semiotics and Linguistics in Alice's Worlds ) - VS - n. volume 72 - pp. da 144 a 145 ISSN: 0393-8255 [Recensione in rivista (263) - Recensione in Rivista]
Abstract

P. Coppock ( 1995 ) - Review of W. Noth: “Origins of Semiosis. Sign Evolution in Nature and Culture”. ( - Origins of Semiosis. Sign Evolution in Nature and Culture ) - VS - n. volume 72 - pp. da 142 a 144 ISSN: 0393-8255 [Recensione in rivista (263) - Recensione in Rivista]
Abstract

P. COPPOCK ( 1994 ) - Med Alice gjennom speilveggen. Om brukerterskelens semiotikk [With Alice through the looking glass. On the semiotics of the interface][Con Alice attraverso lo specchio: sulla semiotica dell’interfaccia per l’utente] ( - Velkommen til den virtuell virkelighet. Nedtegnelser fra et tverrfaglig seminar ved Universitetet i Trondheim. 19.-20. november 1993 ) (Sosialantropologisk Institutt, Universitetet i Trondheim, Forum for Virtuell Virkelighet. TRONDHEIM NOR ) - pp. da 69 a 88 ISBN: 9788274460102 [Contributo in volume (Capitolo o Saggio) (268) - Capitolo/Saggio]
Abstract

Det er nokså vanlig å betegne summen av relasjonene mellom de ulike objekter og tegn vi forholder oss til i den "lille" verden vi oppfatter som en del av det som befinner seg bak dataskjermen med en altomfattende term som "brukergrensesnittet".I denne sammenhengen har jeg lyst til å ta en kort omvei, og nevne et interessant oversettelsesproblem som jeg diskuterte med en av våre hovedfagsstudenter forleden dag. Denne studenten kommer fra Kroatia, og som en del av sin hoveoppgave skal hun se på bruken av konjunksjonen "OG" i utdrag fra tre ulike versjoner av boken "A Passage to India" av E.M. Forster (den engelske originalen, en norsk, og en kroatisk oversettelse). En av setningene vi skulle se på inneholdt det engelske ordet "riverfront". I den norske oversettelsen hadde oversetteren oversatt dette ordet med "elvebredd". Det var ikke før jeg (med engelsk som morsmål) begynt å diskutere setningen med mine norske kolleger på instituttet, at jeg oppdaget at nettopp dette begrepet var det svært vanskelig å finne en høvelig norsk ekvivalent (sic!) for. For meg, har ordet "riverfront" følgende konnotasjoner: Langs elver i England finnes det ofte soner hvor det er en markant overgang mellom det menneskeskapte, f.eks husrekker og andre bygninger som står langs elven, og naturen, symbolisert av selve elven. "Riverfront" er, slik jeg forstår det, forbundet med nettopp en slik overgangssone. Men det er hverken husrekken eller elvebredden som utgjør det som jeg forstår med "riverfront", men det abstrakte vertikale planet som en slik husrekke skaper for betrakteren vis-a-vis den horisontale flaten som utgjør elven. Jeg nevner dette her fordi jeg synes det på en grei måte billedliggjør i hvert fall noen av beskrivelses-problemene som kan oppstå når en skal forsøke å definere et forholdsvis abstrakt begrep som "brukergrensesnitt" i forhold til det vi ser og opplever via datamaskinskjermen. Dette er særlig tilfelle når vi gjør dette mens vi samtidig nærmer oss den virtuelle virkeligheten slik vi gjør på denne konferansen.

P. Coppock; P. Isern; S.E. Johansen; A. Leirfall; N.E. Tveter ( 1994 ) - Velkommen til den Virtuelle Virkelighet. Nedtegnelser fra et tverrfaglig seminar ved Universitetet i Trondheim (Sosialantropologisk Institutt, Universitetet i Trondheim, Forum for Virtuell Virkelighet Trondheim NOR ) - pp. da 8 a 251 ISBN: 827446.0103 [Curatela (284) - Curatela]
Abstract

Rapport fra et interdiscipliært nasjonalt seminar om virtuell virkelighet, med innlegg fra deltakere fra Universitetet i Trondheim NTH, Universitetet i Bergen og Universitetet i Oslo

P. COPPOCK ( 1993 ) - Video Telephones and Norwegian Sign Language. Systemic constraints on communication in a visual-spatial channel ( TELETEACHING 1993 - TRONDHEIM, NORWAY - 20.08-25.08, 1993) ( - Teleteaching ) (NORTH HOLLAND Amsterdam NLD ) - n. volume IFIP Transactions A-29 - pp. da 167 a 177 ISBN: ISBN 044815856; ISSN 09265473 | ISSN 09265473 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

A presentation of some findings from an evaluation of a prototype video telephone system developed by Tandberg Telecom and the Norwegian Telecom Research Department. In this particular study, communication in Norwegian Sign Language was used as a means of evaluting the functionality of the system. Eight deaf informants were asked to use the the video telephone to communicate in Norwegian Sign Language between Oslo and Trondheim. Videotape recordings were made of these conversations and used to investigate how the reduced temporal and spatial resoluton of the video telephone system influenced different aspects of sign language use. A more detailed description of the study is given in report published by the Norwegian Center for Sign Language Research.

P. COPPOCK ( 1992 ) - Videotelephones and Norwegian Sign Language. Evaluation of a video telephone system by means of sign language communication ( Text and talk: 4th Finnish Discourse Analysis Semina - Oulu - 10.1992) ( - Text and Talk. Proceedings of the 4th Finnish Discourse Analysis Seminar, Oulu, October 1992. ) (Department of English, University of Oulu Oulu FIN ) - n. volume 4 - pp. da 29 a 46 ISBN: 9789514237959 [Contributo in Atti di convegno (273) - Relazione in Atti di Convegno]
Abstract

A presentation of some findings from an evaluation of a prototype video telephone system developed by Tandberg Telecom and the Norwegian Telecom Research Department. In this particular study, conversations by deaf adults at a distance in Norwegian Sign Language was used as a means of evaluting the functionality of the system. Eight deaf informants were asked to use the the video telephone to communicate in Norwegian Sign Language between Oslo and Trondheim. Videotape recordings of these conversations were analysed using conversational and turn-taking analysis to investigate to what extent the reduced temporal and spatial resoluton of the video telephone system influenced various aspects of sign language use. A more detailed description of the study in question is given in a report published by the Norwegian Center for Sign Language Research for the Norwegian Telecom Research Center.