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Speakers’ dialogical orientation to the particular others they talk to is implemented by practices of recipient-design. One such practice is the use of negation as a means to constrain interpretations of speaker’s actions by the partner. The paper situates this use of negation within the larger context of other recipient-designed uses of negation which negate assumptions the speaker makes about what the addressee holds to be true (second-order assumptions) or what the addressee assumes the speaker holds to be true (third- order assumptions). The focus of the study is on the ways in which speakers use negation to disclaim interpretations of their turns which partners have displayed or may possibly arrive at. Special emphasis is given to the positionally sensitive uses of negation, which may occur before, after or inserted between the nucleus actions whose interpretation is constrained by the negation. Interactional motivations and rhetorical potentials of the practice are pointed out, partly depending on the position of the negation vis-à-vis the nucleus action. The analysis shows that the concept of ‘recipient design’ is in need of distinctions which have not been in focus in prior research.
This study explores how ‘gatherings’ turn into ‘encounters’ in a virtual world (VW) context. Most communication technologies enable only focused encounters between distributed participants, but in VWs both gatherings and encounters can occur. We present close sequential analysis of moments when after a silent gathering, interaction among participants in a VW is gradually resumed, and also investigate the social actions in the verbal (re-)opening turns. Our findings show that like in face-to-face situations, also in VWs participants often use different types of embodied resources to achieve the transition, rather than rely on verbal means only. However, the transition process in VWs has distinctive characteristics compared to the one in face-to-face situations. We discuss how participants in a VW use virtually embodied pre-beginnings to display what we call encounter-readiness, instead of displaying lack of presence by avatar stillness. The data comprise 40 episodes of video-recorded team interactions in a VW.
This manual introduces a conversation analytically informed coding scheme for episodes involving the direct social sanctioning of problem behavior in informal social interaction which was developed in the project Norms, Rules, and Morality across Languages (NoRM-aL) at the Leibniz-Institute for the German Language. It outlines the background for its development, delimits the phenomena to which the coding scheme can be applied and provides instructions for its use.
The scheme asks for basic information about the recording and the participants involved in the episode, before taking stock of different features of the sanctioning episode as a whole. This is followed by sets of specific coding questions about the sanctioning move itself (such as its timing and composition) and the reaction it engenders. The coding enables researchers to get a bird’s eye view on recurrent features of such episodes in larger quantities of data and allows for comparisons across different languages and informal settings.
Feedback utterances are among the most frequent in dialogue. Feedback is also a crucial aspect of linguistic theories that take social interaction, involving language, into account. This paper introduces the corpora and datasets of a project scrutinizing this kind of feedback utterances in French. We present the genesis of the corpora (for a total of about 16 hours of transcribed and phone force-aligned speech) involved in the project. We introduce the resulting datasets and discuss how they are being used in on-going work with focus on the form-function relationship of conversational feedback. All the corpora created and the datasets produced in the framework of this project will be made available for research purposes.
This paper aims to describe different patterns of syntactic extensions of turns-at-talk in mundane conversations in Czech. Within interactional linguistics, same-speaker continuations of possibly complete syntactic structures have been described for typologically diverse languages, but have not yet been investigated for Slavic languages. Based on previously established descriptions of various types of extensions (Vorreiter 2003; Couper-Kuhlen & Ono 2007), our initial description shall therefore contribute to the cross-linguistic exploration of this phenomenon. While all previously described forms for continuing a turn-constructional unit seem to exist in Czech, some grammatical features of this language (especially free word order and strong case morphology) may lead to problems in distinguishing specific types of syntactic extensions. Consequently, this type of language allows for critically evaluating the cross-linguistic validity of the different categories and underlines the necessity of analysing syntactic phenomena within their specific action contexts.
This dissertation offers a qualitative analysis of verbal interactions in German television talk shows between 1989 and 1994. It investigates how Speakers of German formulate their own and others’ affiliation to national identities and social spaces. In particular, it examines classifications of place, person, and time that include group and place names as well as grammatically complex expressions, deictic pronouns and adverbs, and certain motion verbs. In addition, repair is discussed as a resource in re-formulating identities.
Playing videogames is a popular social activity; people play videogames in different places, on different media, in different situations, alone or with partners, online or offline. Unsurprisingly, they thereby share space (physically or virtually) with other playing or non-playing people. The special issue investigates through different contexts and settings how non-players become participants of the gaming interaction and how players and non-players co-construct presence. The introduction provides a problem-related context for the individual contributions and then briefly presents them.
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively constructed even in situations where the participants have differential rights and possibilities to act and influence the game.
Using video-recordings from one day of a theater project for young adults, this paper investigates how the meaning of novel verbal expressions is interactionally constituted and elaborated over the interactional history of a series of activities. We examine how the theater director introduces and instructs the group in the Chekhovian technique of acting, which is based on “imagining with the body,” and how the imaginary elements of the technique are “brought into existence” in the language of the instructions. By tracking shifts in the instructor’s use of the key expressions invisible/imaginary/inner body or movement through a series of exercises, we demonstrate how they are increasingly treated as real and perceivable bodily conduct. The analyses focus on the instructor’s attribution of factual and agentive properties to these expressions, and the changes that these properties undergo over the series of instructions. This case demonstrates the significance of longitudinal processes for the establishment of shared meaning in social interaction. The study thereby contributes to the field of interactional semantics and to longitudinal studies of social interaction.
The paper deals with the process of computer-aided transcription regarding Arabic-German data material for interaction-based studies. First of all, it sheds light upon some major methodological challenges posed by the conversation-analytic approaches: due to current corpus technology, the reciprocity, linearity, and simultaneity of linguistic activities cannot be reconstructed in an analytically proper way when using the Arabic characters in multilingual and bidirectional transcripts. The difficulty of transcribing Arabic encounters is also compounded by the fact that Spoken Arabic as well as its varieties and phenomena have not been standardised enough (for conversation-analytic purposes). Therefore, the second part of this paper is dedicated to preliminary, self-developed solutions, namely a systematic method for transcribing Spoken Arabic.