1,469 research outputs found
Mary Kenneth Keller: First US PhD in Computer Science
The first two doctoral-level degrees in Computer Science in the US were
awarded in June 1965. This paper discusses one of the degree recipients, Sister
Mary Kenneth Keller, BVM
Corporate influence and the academic computer science discipline.
Prosopography of a major academic center for computer science
Wright State University College of Engineering and Computer Science Bits and PCs newsletter, Volume 11, Number 4, April 1995
A twelve page newsletter created by the Wright State University College of Engineering and Computer Science that addresses the current affairs of the college.https://corescholar.libraries.wright.edu/bits_pcs/1059/thumbnail.jp
Chinese and North American Culture: a New Perspective in Linguistics Studies
We explored the two cultures in the two countries. There has been discussed on Chinese culture and North American culture. Chinese language, ceramics, architecture, music, dance, literature, martial arts, cuisine, visual arts, philosophy, business etiquette, religion, politics, and history have global influence, while its traditions and festivals are also celebrated, instilled, and practiced by people around the world. The culture of North America refers to the arts and other manifestations of human activities and achievements from the continent of North America. The American way of life or simply the American way is the unique lifestyle of the people of the United States of America. It refers to a nationalist ethos that adheres to the principle of life, liberty and the pursuit of happiness
Responsibly Persuaded: An Exploration of the Ethics of Persuasive Technology
The pervasiveness of technology comes with an increased risk for negative outcomes. Responsibility must fall upon designers to anticipate problems and guarantee positive outcomes. The concept of design character is the basis from which they assume responsibility. The goal of this study was twofold. First, I sought to understand how designers persuade users or stakeholders, and through what means. Second, I sought to critically evaluate aspect of persuasive design through the lens of ethics and values. This study provides an understanding of the criteria and philosophies of ethics relied upon to evaluate persuasive technology. To address both research goals, a total of 6 user experience designers were interviewed using a semi-structured interview approach. These interviews were centered around evaluating one of two persuasive technologies. A thematic analysis approach was used to familiarize and understand the data collected from these interviews. Results show that participants relied upon criteria inherent to the user, device, context, and communication. In addition, results show how three primary framings of ethics, deontological, consequential, and pragmatic, are relied upon by participants
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The Work of Art in the Age of Digital Fragility
Impermanence and fragility have become the defining conditions of the digital age. Technologies that were ubiquitous barely a decade ago, like floppy disks, now look like archaeological relics. It takes only a few years, if not months, before software environments are replaced by newer versions, often with limited backward compatibility. At the same time, digital technologies rely on hardware that has short life expectancy. The radical obsolescence of this new digital register raises a number of important questions. How are we going to prevent the fragile memories of contemporary digital cultures from receding into oblivion? This essay answers this question by looking at one of the institutions in which the problems associated with digital fragility are most especially felt, the Museum of Modern Art (MoMA), and by exploring the ontological displacements that digital objects are operating at the heart of the museum
Ideologies of computer scientists and technologists (Correctness beyond reason)
Ideologies of computer scientists and technologist
Annual Report 2016-2017
The College of Computing and Digital Media has always prided itself on curriculum, creative work, and research that stays current with changes in our various fields of instruction. As we looked back on our 2016-17 academic year, the need to chronicle the breadth and excellence of this work became clear. We are pleased to share with you this annual report, our first, highlighting our accomplishments.
Last year, we began offering three new graduate programs and two new certificate programs. We also planned six degree programs and three new certificate programs for implementation in the current academic year. CDM faculty were published more than 100 times, had their films screened more than 200 times, and participated in over two dozen exhibitions. Our students were recognized for their scholarly and creative work, and our alumni accomplished amazing things, from winning a Student Academy Award to receiving a Pulitzer. We are proud of all the work we have done together.
One notable priority for us in 2016-17 was creating and strengthening relationships with industry—including expanding our footprint at Cinespace and developing the iD Lab—as well as with the community, through partnerships with the Chicago Housing Authority, Wabash Lights, and other nonprofit organizations. We look forward to continuing to provide innovative programs and spaces this academic year. Two areas in particular we’ve been watching closely are makerspaces and the “internet of things.” We’ve already made significant commitments to these areas through the creation of our 4,500 square foot makerspace, the Idea Realization Lab, and our new cyber-physical systems bachelor’s program and lab. We are excited to continue providing the opportunities, curriculum, and facilities to support our remarkable students.
David MillerDean, College of Computing and Digital Mediahttps://via.library.depaul.edu/cdmannual/1000/thumbnail.jp
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