På denna sida kommer det att läggas upp information om kommande seminarier, som t.ex. sammanfattingar, information om talarna m.m. Det finns inte alltid sådan information till seminarierna.

4 mars 10-12
Following instructions in the classroom. Exploring relations between classroom instructions as organizational practice, learning input, and communicative participation, Oliver St.John, Örebro universitet

Abstract; I will present some video clips selected from an eight-grade school lesson in French to explore giving feedback in the foreign language classroom. The study seeks to treat feedback processes as first and foremost /feedback communication/ and consequently strives to make the visual and the verbal aspects of feedback work accessible for (re)analysis. In doing so, I hope to gain further insight into the way teacher and student orientations in institutionalized feedback communication relate to each other.

8 mars 10-12
Analyticitet från Aristoteles till Quine, Professor Göran Sundholm

Abstract: Sedan Kant är begreppet analytiskt omdöme av central betydelse inom kunskapsteori, medan Frege och Quine har givit det även en språkfilosofisk roll. Traditionen visar att det finns två väsentligen olika analyticitetskonceptioner: en kunskapsteoretisk "predikatet ligger inneslutet i subjektet" uppfattning och en "variations-teoretisk": sann under alla varianter. Bägge går i viss mening tillbaka till Aristoteles och Wittgesteins Tractatus kan med fördel ses som ett försök att låt dessa två tankelinjer sammanfalla. Fördraget vågar ett försök att bringa någon reda i denna snårskog. Tid: Fredag 5 mars 2010, 10-12 Lokal: ESA:s konferensrum, Hus Key, Plan 4 längst in vänstra korridoren.



10 Mars 10-12
Cognitive Ergonomics in Tokyo Institute of Technology: Safety and Efficient Operations for Japanese High-speed Railway

Speaker: Professor Kenji Itoh från Tokyo Institute of Technology.

Title: Cognitive Ergonomics in Tokyo Institute of Technology: Safety and Efficient Operations for Japanese High-speed Railway

Abstract: In my presentation, I will briefly present several projects that I have carried out in my lab. for the past ten years. Then, I will focus on the bullet train projects which include: (1) safety culture surveys and correlations with accident/incident rate, (2) simulator experiments applying eye movement analysis for the new bullet train interface design, and (3) cognitive simulation of train operators.

18 Mars 10-12
Negotiating the task in an Internet quiz in the second language classroom

Nigel Musk (IKK, LiU

Seedhouse (2004: 93) distinguishes between the /task-as-workplan/ and the /task-in-process/, i.e. the intended pedagogy and the actual pedagogy, in order to highlight the significance of “the intervening level of interactional organisation” of the second language (L2) classroom. Part of transforming the task-as-workplan into the task-in-process involves negotiating what the task is in the first place.

By using video-recorded data of an Internet quiz conducted in year 8 of a Swedish L2 classroom (here, a computer lab), I would like to enlist your help in examining the negotiation of the task as an embodied, distributed and emergent process, whereby both teacher and pupils are active agents who draw on the affordances offered by artefacts in the physical environment, such as the computer.


Seedhouse, P. (2004) /The Interactional Architecture of the Language Classroom: A Conversation Analysis Perspective/. Oxford: Blackwell.


18 Mars 10-12
Two seminars on augmented reality

Professor Mark Billinghurst from HIT Lab in New Zealand will give two seminars on Augmented Reality on Thursday March 25 13-15 in Visionen (Next to Café Java in the B-building)

1. Designing Augmented Reality Experiences

Augmented Reality is a technology that allows the virtual overlay of images on the real world. Although the underlying technology is not new, it is only recently that compelling augmented reality experiences can be developed. This presentation discusses how to design effective augmented reality applications. The fundamental technologies needed are briefly discussed and then research on authoring tools, interaction techniques and evaluation methods presented. A set of design guidelines are given for researchers and developers in the field, and finally topics for future research. The presentation will draw on research at the HIT Lab NZ and other leading Augmented Reality research groups and companies.

2. Research Directions in Mobile Augmented Reality

One of the most important areas for Augmented Reality research is mobile Augmented Reality. From early backpack prototypes the technology has evolved to the point where millions of people with smart phones can experience it on a daily basis. The presentation reviews the history of work in mobile Augmented Reality and then discussions important research topics that must be addressed before the technology can become truely widespread. Some of these research areas include wide area tracking, interaction techniques, information presentation and filtering, evaluation methods, and others. Examples will be presentated from research work conducted at the HIT Lab NZ and other universities and companies. You can get a glimpse of what Mark will present by looking at his TEDx seminar at:

15 April 10-12, Lethe (tema)
Niklas Norén (Institutionen för neurovetenskap, Uppsala universitet)

Titel: Publikt tillgänglig konstruktion av VOCA-medierade turer. En resurs för projektion av handlingar, gemensam turavslutning och turmedial demonstration av hållning
(Public on-line construction of VOCA- mediated turns. A resource for action projection, collaborative turn closing and turn-medial stance display)

Preliminära resultat från en studie av samtalsmaterial mellan barn som använder datormedierade AKK och vuxna närstående i vardagliga aktiviteter visar att turer som medieras av VOCA-hjälpmedel (Voice Output Communication Aids), både utgör en resurs och en potentiell problemkälla för AKK-brukaren och dennes samtalspartner.
   I och med att den framväxande turen görs publik steg för steg (både via ljud och via datorskärmen) finns möjligheter för samtalspartnern att hjälpa till med problem som uppstår med att t.ex. hitta en lämplig nästa symbol i datorns menyer, samt bidra aktivt till att designa positioner för turavslutande bidrag via t.ex. lucklämnande frågor.
   Den publika tillgången till den framväxande handlingen gör dock även den AKK-medierade turen sårbar för turmediala handlingar som visar samtalspartnerns förhållningssätt gentemot den framväxande handlingen, vilket kan påverka det AKK-medierande yttrandets design, och därmed vilken handling som görs relevant i nästa sekventiella position (se Clarke & Wilkinson 2010 för en liknande studie).

Clarke, Michael & Wilkinson, Ray (2010). Communication aid use in children's conversation: Time, timing and speaker transfer. In: H. Gardner & M. Forrester (Eds), Analysing Interactions in Childhood: Insights from Conversation Analysis. London: Wiley-Blackwell.

19 April
Bringing the everyday life of people into design

Froukje Sleeswijk-Visser, TUdelft/Contextqueen

Froukje Sleeswijk-Visser disputerade 2009 med en avhandling med titeln 'Bringing the everyday life of people into design'. Hon beskriver själv arbetet ungefär så här "My research is about mapping the information of the context of product use in an inspiring and useful way for design teams. Designers need insight in the situations in which product are used. Next to the product itself and the interaction, the user and the environment are important factors on how the use of a product is experienced. This information contributes to the development of user centred concepts and products." Plats: meddelas senare

26 april
It’s Not Your Grandparent’s Anthropology: Michael Agar

kl 14.00-15.00, sal Key 21.

Agar kommer att tala om hur dagens antropologi har förändrats sedan dess ’klassiska’ period i början av 1900-talet, och om dess relevans inom och utom den akademiska världen.


The Intelligibility of Gesture as a Dialogic Process

10-12. Lokal KY26 (Key-huset Campus Valla)

This seminar will investigate some of the practices that make it possible for for participants to see the entities indicated with a gesture. Two video recordings of gesture in conversation will be examined.  The first is a series of linked gestures that occur in a story about an fight between drivers at an automobile race (the Paul DeWald story from a tape called Auto Discussion) where what is being indicated by the gesture seems transparent.  Mike, the principal speaker, is describing a very angry driver and first uses his hands as though gripping a steering wheel to animate "screaming his damn engine", then uses his hand to animate throwing a helmet down, and then his hand to make visible the pounding of a "god damn iron bar." This will then be compared with a conversation in which the person making the gesture, Chil,  is restricted to a 3 word vocabulary (/Yes, No, And/) because of a stroke. Chil performs a complex gesture but nobody is able to grasp what is trying to say. There then follows an extended sequence of work as participants work to bring different kinds of materials to bear on the gesture in order create an appropriate semiotic environment where it might be understood. This involves parsing the environment created by prior talk to reject one possible frame and move to another, decomposing candidate descriptions and transforming parts of them, changing the possible description from a generic one to a report of a specific event, pointing by Chil to himself that initially locates him as a character in the event, then transforming this to someone else, using absolute pointing to indicate who the character being talked about might be, etc. If Chil could speak the gesture would have been unproblematic, almost transparent. But what happens here reveals first, the dense array of semiotic practices and resources that must be in play for  gestures, such as those used to describe the fight at the car race story, to be understood, and second how the intelligibility of a gesture/story is made possible through progressive transformation and decomposition by separate individuals collaborating on a common project of locally relevant sense making.


Super SIS Två datasessioner samma dag

Playing the blame-game: Blame and rebuttal in multiplayer gaming
(Björn Sjöblom, Tema B)

10-12 Hygeia (Tema)
The data we are going to look at is of co-located, networked multiplayer gaming at Internet cafés. In these types of games (such as World of Warcraft and Counter Strike) players cooperate in achieving specific goals, such as winning a match against another team. After failing to achieve such goals, they frequently need to explain “what went wrong” in order to improve their future performance. These explanations of events are often done through attributing the cause of a mishap to a co-player. Such accusations frame the co-player as incompetent in various ways, from failing to notice relevant visual details to failing to make the appropriate choices at crucial game-states. To be able to successfully counter such accusations and provide an account of why someone (or something) else is the cause of a mishap is therefore important for establishing yourself as a competent player. The fragments we are focusing on for this data-session is a collection of instances that show how player blame each other, as well as how they provide counters and rebuttals to these blame-allocations. Through the detailed analysis of how players co-construct such blame and rebuttal, I would like to discuss the discursive skills necessary for engaging in co-located multiplayer gaming


Walking and Talking through buildings
Mathias Broth (IKK, LiU)

13-15 (Tema)
My seminar will deal with recordings of ”introductory walking tours” during energy auditing in three rather large buildings (a car testing station, a ”plant-lighting-outdoor furniture” shop, and a small industrial plant) and consider how talking and walking may be reflexively tied to the material surround. Firstly, walking through the buildings, each stop at a particular place seems to be interactively embodied and oriented to as a ”stop in a sequence of stops”. These stoppings are occasioned by participants dealing with some local practical problem related to the showing and explaining of the building, often of a kind that can only be dealt with at that particular physical location. Secondly, the sequence of stops further occurs in an overall walk that seems to be directionally oriented. This directionality may be seen, e.g., in the ways in which initiations of resumptions of walking with the general direction or against it are treated differently by the other participants in the group. This directionality may also be contingent on the internal structure of the building within which the joint walking is produced. And thirdly, just when it is the appropriate time to move on after a stop may also be a demonstrable concern for the participants. At times, resumptions of walking are produced very seamlessly, but not uncommonly initiations of resumptions are delayed by some participant. An important means for delaying resumption of walking seems to be the use of what might be called "embodied deictic reference", often in a question (e.g. ”and what about these”+ a pointing gesture), which makes conditionally relevant not only an answer but also a display of attention by the recipient to the referred to object in the local material surround.