Robert J Moore
Dados Biográficos
| ID | 109173 |
|---|---|
| NOME | Robert J Moore |
| PRENOMES | Robert J |
| SOBRENOME | Moore |
| ASSINATURA | MOORE R J |
| AFILIAÇÕES | Palo Alto Research Center |
| ORCID | 0000-0002-0776-5861 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 26 |
| TOTAL DE CITAÇÕES | 83 |
| TOTAL COMO AUTOR | 26 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 1970 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2024 |
| ÍNDICE H | 5 |
Bridging the gap between conversation technology and conversation analysis
The IBM natural conversation framework
KEYWORDS: Conversational user interfacesconversational UX designConversation Analysischatbotsvoice assistants
Automated Transcription and Conversation Analysis
This article explores the potential of automated transcription technology for use in Conversation Analysis (CA). First, it applies auto-transcription to a classic CA recording and compares the output with Gail Jefferson's original transcript. Second, it applies auto-transcription to more recent recordings to demonstrate transcript quality under ideal conditions. And third, it examines the use of auto-transcripts for navigating big conversational …
Basil Bernstein
Basil Bernstein: The Thinker and the Field provides a comprehensive introduction to the work of Basil Bernstein, demonstrating his distinctive contribution to social theory by locating it within the historical context of the development of the sociology of education and Sociology in Britain. Although Bernstein had a particular interest in education, he did not see himself as a sociologist of education alone. By exploring Bernstein’s intellectuall…
Computer Interaction Analysis
Behind the Avatar
A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players …
From 3D Space to Third Place
Massively multiplayer online (MMO) environments are an emerging computer technology that makes possible new kinds of distributed communities and online sociability. What distinguishes MMOs from other Internet media is that they take face-to-face conversation as their primary metaphor for user interaction, rather than, say, the page or the bulletin board. Because they simulate 3D spaces and contain thousands of people who do not know each other, M…
When names fail
Referential practice - the variety of ways in and through which speakers refer to things in social interaction - involves a range of very different methods. When referring to physical objects or processes in face-to-face interaction, people may choose from a variety of resources, including verbal categories, names, pointing, verbal descriptors, depictive gestures, and prop demonstrations. This raises the question: Under what circumstances do spea…
Towards a Case Definition for Devil Facial Tumour Disease
Doing Virtually Nothing
Virtual “Third Places”
"Alone together?"
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, …
Building an MMO With Mass Appeal
World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated "bots" to explore how WoW functions as a game. The focus is on metrics reflecting a player's gaming experience: how long they play, the classes and races they prefer, and so on. The authors then discuss why and how players remain committed to th…
Managing Troubles in Answering Survey Questions
Standardized survey interviewing is a form of institutional talk whose special constraints often conflict with ordinary conversational practices. Although survey manuals tend to recognize the conflict between standardization and respondents' requests for clarification, an alternative strategy for managing troubles in answering—“projective reporting”—is largely missing from the literature. Respondents may report circumstances in response to fixed-…
Basil Bernstein
Dereification in Zen Buddhism
In this article, the concept of dereification in religion is developed, both theoretically and empirically, by analyzing Zen Buddhism. The central thesis is that Zen Buddhism, by virtue of the Mahayana concept of “emptiness” (sunyata), constitutes a dereifying persepctive. In addition, using the phenomenology of Alfred Schutz, the experience of dereifying perception, which is acquired through Zen meditation, is described as a state of focused dur…
Measurement of Beliefs about Consciousness and Reality
The responses of 334 academics and professionals to a questionnaire concerning consciousness and beliefs about reality were used to develop 7 scales and to establish their reliability and norms
Reading Men
Third-World Diplomats in Dialogue with the First World
Repression-Sensitization and Flood Hazard Appraisal in Carman, Manitoba
Floods causing extensive property damage and personal hardship have occurred in Carman, Manitoba, a Canadian settlement of about 2400 located on the Boyne River, 50 miles southwest of Winnipeg, in 1970, 1974, and 1979. 116 floodplain residents were interviewed concerning their perceptions of, feelings about, and responses to the possibility of future flooding as well as completing the Revised Repression-Sensitization Scale. Repressers evidenced a…
Sex-Role Self-Concepts of Homosexual Men and Their Attitudes Toward Both Women and Male Homosexuality
A nonclinical sample of 88 homosexual males responded to a questionnaire that assessed their sex-role self-concept and their attitudes toward both women and male homosexuality. Results indicated that in terms of socially valued masculine and feminine characteristics, the majority of homosexual males viewed themselves as predominantly androgynous. These respondents also favored equality between the sexes, reflecting positive attitudes toward women…
Pit-men, Preachers and Politics
Gideon's Gang
Journal Article Gideon's Gang: A Case Study of the Church in Social Action by Jeffrey K. Hadden and Charles F. Longino, Jr. and Pit-Men, Preachers and Politics: The Effects of Methodism in a Durham Mining Community by Robert Moore Get access Dean R. Hoge Dean R. Hoge The Catholic University of America Search for other works by this author on: Oxford Academic Google Scholar Sociology of Religion, Volume 36, Issue 2, Summer 1975, Pages 169–170, htt…
An analysis of the coopersmith self-esteem inventory
(1974). An analysis of the coopersmith self-esteem inventory: A discussion of two studies. Australian Psychologist: Vol. 9, No. 3, pp. 52-63
Seating Preferences
The seating preferences demonstrated by 66 Ss in the presence/absence of another supported the salience of the adjacent position and the relevance of a concept of individual distance in seat selection
Building an MMO With Mass Appeal
World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated "bots" to explore how WoW functions as a game. The focus is on metrics reflecting a player's gaming experience: how long they play, the classes and races they prefer, and so on. The authors then discuss why and how players remain committed to th…
The Religious and the Secular
Behind the Avatar
A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players …
Dereification in Zen Buddhism
In this article, the concept of dereification in religion is developed, both theoretically and empirically, by analyzing Zen Buddhism. The central thesis is that Zen Buddhism, by virtue of the Mahayana concept of “emptiness” (sunyata), constitutes a dereifying persepctive. In addition, using the phenomenology of Alfred Schutz, the experience of dereifying perception, which is acquired through Zen meditation, is described as a state of focused dur…
Sex-Role Self-Concepts of Homosexual Men and Their Attitudes Toward Both Women and Male Homosexuality
A nonclinical sample of 88 homosexual males responded to a questionnaire that assessed their sex-role self-concept and their attitudes toward both women and male homosexuality. Results indicated that in terms of socially valued masculine and feminine characteristics, the majority of homosexual males viewed themselves as predominantly androgynous. These respondents also favored equality between the sexes, reflecting positive attitudes toward women…
Automated Transcription and Conversation Analysis
This article explores the potential of automated transcription technology for use in Conversation Analysis (CA). First, it applies auto-transcription to a classic CA recording and compares the output with Gail Jefferson's original transcript. Second, it applies auto-transcription to more recent recordings to demonstrate transcript quality under ideal conditions. And third, it examines the use of auto-transcripts for navigating big conversational …
When names fail
Referential practice - the variety of ways in and through which speakers refer to things in social interaction - involves a range of very different methods. When referring to physical objects or processes in face-to-face interaction, people may choose from a variety of resources, including verbal categories, names, pointing, verbal descriptors, depictive gestures, and prop demonstrations. This raises the question: Under what circumstances do spea…
Managing Troubles in Answering Survey Questions
Standardized survey interviewing is a form of institutional talk whose special constraints often conflict with ordinary conversational practices. Although survey manuals tend to recognize the conflict between standardization and respondents' requests for clarification, an alternative strategy for managing troubles in answering—“projective reporting”—is largely missing from the literature. Respondents may report circumstances in response to fixed-…
Reading Men
An analysis of the coopersmith self-esteem inventory
(1974). An analysis of the coopersmith self-esteem inventory: A discussion of two studies. Australian Psychologist: Vol. 9, No. 3, pp. 52-63
The Religious and the Secular
Seating Preferences
The seating preferences demonstrated by 66 Ss in the presence/absence of another supported the salience of the adjacent position and the relevance of a concept of individual distance in seat selection
An analysis of the coopersmith self-esteem inventory
(1974). An analysis of the coopersmith self-esteem inventory: A discussion of two studies. Australian Psychologist: Vol. 9, No. 3, pp. 52-63
Pit-men, Preachers and Politics
Gideon's Gang
Journal Article Gideon's Gang: A Case Study of the Church in Social Action by Jeffrey K. Hadden and Charles F. Longino, Jr. and Pit-Men, Preachers and Politics: The Effects of Methodism in a Durham Mining Community by Robert Moore Get access Dean R. Hoge Dean R. Hoge The Catholic University of America Search for other works by this author on: Oxford Academic Google Scholar Sociology of Religion, Volume 36, Issue 2, Summer 1975, Pages 169–170, htt…
Sex-Role Self-Concepts of Homosexual Men and Their Attitudes Toward Both Women and Male Homosexuality
A nonclinical sample of 88 homosexual males responded to a questionnaire that assessed their sex-role self-concept and their attitudes toward both women and male homosexuality. Results indicated that in terms of socially valued masculine and feminine characteristics, the majority of homosexual males viewed themselves as predominantly androgynous. These respondents also favored equality between the sexes, reflecting positive attitudes toward women…
Repression-Sensitization and Flood Hazard Appraisal in Carman, Manitoba
Floods causing extensive property damage and personal hardship have occurred in Carman, Manitoba, a Canadian settlement of about 2400 located on the Boyne River, 50 miles southwest of Winnipeg, in 1970, 1974, and 1979. 116 floodplain residents were interviewed concerning their perceptions of, feelings about, and responses to the possibility of future flooding as well as completing the Revised Repression-Sensitization Scale. Repressers evidenced a…
Third-World Diplomats in Dialogue with the First World
Measurement of Beliefs about Consciousness and Reality
The responses of 334 academics and professionals to a questionnaire concerning consciousness and beliefs about reality were used to develop 7 scales and to establish their reliability and norms
Reading Men
Dereification in Zen Buddhism
In this article, the concept of dereification in religion is developed, both theoretically and empirically, by analyzing Zen Buddhism. The central thesis is that Zen Buddhism, by virtue of the Mahayana concept of “emptiness” (sunyata), constitutes a dereifying persepctive. In addition, using the phenomenology of Alfred Schutz, the experience of dereifying perception, which is acquired through Zen meditation, is described as a state of focused dur…
Basil Bernstein
Managing Troubles in Answering Survey Questions
Standardized survey interviewing is a form of institutional talk whose special constraints often conflict with ordinary conversational practices. Although survey manuals tend to recognize the conflict between standardization and respondents' requests for clarification, an alternative strategy for managing troubles in answering—“projective reporting”—is largely missing from the literature. Respondents may report circumstances in response to fixed-…
"Alone together?"
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, …
Building an MMO With Mass Appeal
World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated "bots" to explore how WoW functions as a game. The focus is on metrics reflecting a player's gaming experience: how long they play, the classes and races they prefer, and so on. The authors then discuss why and how players remain committed to th…
Towards a Case Definition for Devil Facial Tumour Disease
Doing Virtually Nothing
Virtual “Third Places”
When names fail
Referential practice - the variety of ways in and through which speakers refer to things in social interaction - involves a range of very different methods. When referring to physical objects or processes in face-to-face interaction, people may choose from a variety of resources, including verbal categories, names, pointing, verbal descriptors, depictive gestures, and prop demonstrations. This raises the question: Under what circumstances do spea…
From 3D Space to Third Place
Massively multiplayer online (MMO) environments are an emerging computer technology that makes possible new kinds of distributed communities and online sociability. What distinguishes MMOs from other Internet media is that they take face-to-face conversation as their primary metaphor for user interaction, rather than, say, the page or the bulletin board. Because they simulate 3D spaces and contain thousands of people who do not know each other, M…
Computer Interaction Analysis
Behind the Avatar
A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players …
Basil Bernstein
Basil Bernstein: The Thinker and the Field provides a comprehensive introduction to the work of Basil Bernstein, demonstrating his distinctive contribution to social theory by locating it within the historical context of the development of the sociology of education and Sociology in Britain. Although Bernstein had a particular interest in education, he did not see himself as a sociologist of education alone. By exploring Bernstein’s intellectuall…
Automated Transcription and Conversation Analysis
This article explores the potential of automated transcription technology for use in Conversation Analysis (CA). First, it applies auto-transcription to a classic CA recording and compares the output with Gail Jefferson's original transcript. Second, it applies auto-transcription to more recent recordings to demonstrate transcript quality under ideal conditions. And third, it examines the use of auto-transcripts for navigating big conversational …
The IBM natural conversation framework
KEYWORDS: Conversational user interfacesconversational UX designConversation Analysischatbotsvoice assistants
Computer Science (15 obras) · Psychology (15 obras) · Sociology (14 obras) · Social Psychology (8 obras) · Social Psychology (8 obras) · Artificial Intelligence (7 obras) · Digital Games and Media (7 obras) · Political science (7 obras) · Conversation (6 obras) · Internet privacy (6 obras)