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ranacapa: An R package and Shiny web app to explore environmental DNA data with exploratory statistics and interactive visualizations.
Environmental DNA (eDNA) metabarcoding is becoming a core tool in ecology and conservation biology, and is being used in a growing number of education, biodiversity monitoring, and public outreach programs in which professional research scientists engage community partners in primary research. Results from eDNA analyses can engage and educate natural resource managers, students, community scientists, and naturalists, but without significant training in bioinformatics, it can be difficult for this diverse audience to interact with eDNA results. Here we present the R package ranacapa, at the core of which is a Shiny web app that helps perform exploratory biodiversity analyses and visualizations of eDNA results. The app requires a taxonomy-by-sample matrix and a simple metadata file with descriptive information about each sample. The app enables users to explore the data with interactive figures and presents results from simple community ecology analyses. We demonstrate the value of ranacapa to two groups of community partners engaging with eDNA metabarcoding results
The abstraction transition taxonomy: developing desired learning outcomes through the lens of situated cognition
We report on a post-hoc analysis of introductory programming lecture materials. The purpose of this analysis is to identify what knowledge and skills we are asking students to acquire, as situated in the activity, tools, and culture of what programmers do and how they think. The specific materials analyzed are the 133 Peer Instruction questions used in lecture to support cognitive apprenticeship -- honoring the situated nature of knowledge. We propose an Abstraction Transition Taxonomy for classifying the kinds of knowing and practices we engage students in as we seek to apprentice them into the programming world. We find students are asked to answer questions expressed using three levels of abstraction: English, CS Speak, and Code. Moreover, many questions involve asking students to transition between levels of abstraction within the context of a computational problem. Finally, by applying our taxonomy in classifying a range of introductory programming exams, we find that summative assessments (including our own) tend to emphasize a small range of the skills fostered in students during the formative/apprenticeship phase
Behavior change interventions: the potential of ontologies for advancing science and practice
A central goal of behavioral medicine is the creation of evidence-based interventions for promoting behavior change. Scientific knowledge about behavior change could be more effectively accumulated using "ontologies." In information science, an ontology is a systematic method for articulating a "controlled vocabulary" of agreed-upon terms and their inter-relationships. It involves three core elements: (1) a controlled vocabulary specifying and defining existing classes; (2) specification of the inter-relationships between classes; and (3) codification in a computer-readable format to enable knowledge generation, organization, reuse, integration, and analysis. This paper introduces ontologies, provides a review of current efforts to create ontologies related to behavior change interventions and suggests future work. This paper was written by behavioral medicine and information science experts and was developed in partnership between the Society of Behavioral Medicine's Technology Special Interest Group (SIG) and the Theories and Techniques of Behavior Change Interventions SIG. In recent years significant progress has been made in the foundational work needed to develop ontologies of behavior change. Ontologies of behavior change could facilitate a transformation of behavioral science from a field in which data from different experiments are siloed into one in which data across experiments could be compared and/or integrated. This could facilitate new approaches to hypothesis generation and knowledge discovery in behavioral science
Towards a Tool-based Development Methodology for Pervasive Computing Applications
Despite much progress, developing a pervasive computing application remains a
challenge because of a lack of conceptual frameworks and supporting tools. This
challenge involves coping with heterogeneous devices, overcoming the
intricacies of distributed systems technologies, working out an architecture
for the application, encoding it in a program, writing specific code to test
the application, and finally deploying it. This paper presents a design
language and a tool suite covering the development life-cycle of a pervasive
computing application. The design language allows to define a taxonomy of
area-specific building-blocks, abstracting over their heterogeneity. This
language also includes a layer to define the architecture of an application,
following an architectural pattern commonly used in the pervasive computing
domain. Our underlying methodology assigns roles to the stakeholders, providing
separation of concerns. Our tool suite includes a compiler that takes design
artifacts written in our language as input and generates a programming
framework that supports the subsequent development stages, namely
implementation, testing, and deployment. Our methodology has been applied on a
wide spectrum of areas. Based on these experiments, we assess our approach
through three criteria: expressiveness, usability, and productivity
Simple identification tools in FishBase
Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further
development. It explores the possibility of a holistic and integrated computeraided strategy
Assessing Creativity: A Test for Drawing Production using Digital Art Tools The concept, application and assessment of digital art teaching as a means of enhancing creative proficiency
This paper describes the Test for Creative Thinking - Drawing Production (TCT-DP), including its design, concept and mode of assessment, and the practical consequences of its application in a specific context. The test was used to evaluate the performance of groups of students as part of a case study exploring the use of digital art tools for drawing in a junior school. The students used specific digital art software via both computers and tablets, and also drew manually using a variety of devices. TCP-DP evaluates drawing production by means of a set of 14 criteria. At the same time, this study used the Technology Acceptance Model (TAM) theory to assess the ease of use and usefulness of the digital tools. The test was trialled with students aged 9-10 years in different ability groups. There were no significant differences in performance between male and female participants. Details of various related studies, together with data concerning the reliability and validity of the TCT-DP test, are also provided. The study finds that motivation is an important factor in improving young people’s artistic ability
What to Fix? Distinguishing between design and non-design rules in automated tools
Technical debt---design shortcuts taken to optimize for delivery speed---is a
critical part of long-term software costs. Consequently, automatically
detecting technical debt is a high priority for software practitioners.
Software quality tool vendors have responded to this need by positioning their
tools to detect and manage technical debt. While these tools bundle a number of
rules, it is hard for users to understand which rules identify design issues,
as opposed to syntactic quality. This is important, since previous studies have
revealed the most significant technical debt is related to design issues. Other
research has focused on comparing these tools on open source projects, but
these comparisons have not looked at whether the rules were relevant to design.
We conducted an empirical study using a structured categorization approach, and
manually classify 466 software quality rules from three industry tools---CAST,
SonarQube, and NDepend. We found that most of these rules were easily labeled
as either not design (55%) or design (19%). The remainder (26%) resulted in
disagreements among the labelers. Our results are a first step in formalizing a
definition of a design rule, in order to support automatic detection.Comment: Long version of accepted short paper at International Conference on
Software Architecture 2017 (Gothenburg, SE
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