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What we mean as what we said or would have said

We usually mean what we say, but sometimes we do not. When I ironically utter ‘What lovely weather’ on a rainy day, or mistakenly utter ‘Jim is a barn door’ instead of ‘Jim is a darn bore’, I say one thing and mean another. However, although utterances like these are not uncommon, they are greatly overshadowed by the volume of humdrum utterances of ‘There is wine in the fridge’ or ‘I really like n

Praktisk universalism : Tillbakablickar från 25 år med Fronesis

Karin Zackari, universitetslektor i mänskliga rättigheter, visar i sina tillbakablickar att även om universalismen framstår som det svagaste argumentet i samtidens politik, så finns det ett akut behov av en politisk universalism som kommer till uttryck genom konflikter och handlingar. Zackari fokuserar särskilt på den franska filosofen Étienne Balibars intervention i debatten om universalismens mö

The Dark Side of Policy: The Case of the Anti-corruption Industry

Anthropologists of policy have tended to highlight the grand organizational initiatives that are quantitative, standardized and bureaucratic. This article proposes to understand these processes using the term ‘industry’ (as in ‘development industry’ or ‘human rights industry’). Used here, ‘industry’ is not a pejorative but a collection of features, the opposite of which could be called ‘craft’ (lo

Det palestinska kunskapsundantaget

Det råder en ideologisk strid om akademin, där forskning och undervisning attackeras för politisk vinning. Den striden ställs på sin spets genom palestinafrågan. Kunskap om just Palestina verkar vara undantagen den fria akademiska diskussionen.

Investigating social comparison behaviour in an immersive virtual reality classroom based on eye-movement data

Higher-achieving peers have repeatedly been found to negatively impact students' evaluations of their own academic abilities (i.e., Big-Fish-Little-Pond Effect). Building on social comparison theory, this pattern is assumed to result from students comparing themselves to their classmates; however, based on existing research designs, it remains unclear how exactly students make use of social compar

Gaze-based attention network analysis in a virtual reality classroom

This article provides a step-by-step guideline for measuring and analyzing visual attention in 3D virtual reality (VR) environments based on eye-tracking data. We propose a solution to the challenges of obtaining relevant eye-tracking information in a dynamic 3D virtual environment and calculating interpretable indicators of learning and social behavior. With a method called "gaze-ray casting," we

Using Gaze Transition Entropy to Detect Classroom Discourse in a Virtual Reality Classroom

This paper explores gaze entropy as a metric for detecting classroom discourse events in a virtual reality (VR) classroom. Using data from a laboratory experiment with N = 240 secondary school students, we distinguished between events of teacher-centered classroom discourse (question, hand raising, answer) and teacher explanation by analyzing their transition and stationary gaze entropy. Employing

Pupil Diameter during Counting Tasks as Potential Baseline for Virtual Reality Experiments

Pupil diameter is a reliable indicator of mental effort, but it must be baseline corrected to account for its idiosyncratic nature. Established methods for measuring baselines cannot be applied in virtual reality (VR) experiments. To reliably measure a pupil diameter baseline in VR, we propose a short testing environment of visual arithmetic tasks. In an experiment with 66 university students, we

The impact of presentation modes on mental rotation processing : a comparative analysis of eye movements and performance

Mental rotation is the ability to rotate mental representations of objects in space. Shepard and Metzler’s shape-matching tasks, frequently used to test mental rotation, involve presenting pictorial representations of 3D objects. This stimulus material has raised questions regarding the ecological validity of the test for mental rotation with actual visual 3D objects. To systematically investigate

Detecting Teacher Expertise in an Immersive VR Classroom : Leveraging Fused Sensor Data with Explainable Machine Learning Models

Currently, VR technology is increasingly being used in applications to enable immersive yet controlled research settings. One such area of research is expertise assessment, where novel technological approaches to collecting process data, specifically eye tracking, in combination with explainable models, can provide insights into assessing and training novices, as well as fostering expertise develo

Exploiting object-of-interest information to understand attention in VR classrooms

Recent developments in computer graphics and hardware technology enable easy access to virtual reality headsets along with integrated eye trackers, leading to mass usage of such devices. The immersive experience provided by virtual reality and the possibility to control environmental factors in virtual setups may soon help to create realistic digital alternatives to conventional classrooms. The im

The impact of a usefulness intervention on students’ learning achievement in a virtual biology lesson : An eye-tracking-based approach

Background: Studies have shown that the effectiveness of virtual reality (VR) can be improved by using learning prompts (e.g., summary prompts, pretraining, and priming). However, less is known about how such learning prompts affect students’ processing of the learning content within the virtual learning environment. Aims: This study aimed to shed light on students’ processing of learning content

Learning with simulated virtual classmates : Effects of social-related configurations on students’ visual attention and learning experiences in an immersive virtual reality classroom

Immersive virtual reality (IVR) provides great potential to experimentally investigate effects of peers on student learning in class and to strategically deploy virtual peer learners to improve learning. The present study examined how three social-related classroom configurations (i.e., students' position in the classroom, visualization style of virtual avatars, and virtual classmates' performance