6,405 research outputs found
Technologyâs Promise, the Copying of Records, and the Archivistâs Challenge: A Case Study in Documentation Rhetoric
Discussion of implications of electrostatic photocopying on archival appraisal, with particular attention to the macro-appraisal and collaborative models offered by Helen Samuels
Appraisal and the Future of Archives in the Digital Era
Discussion of the implications of new technologies, changing public policies, and transformation of culture for how archivists practice and think about appraisal
Bots, Seeds and People: Web Archives as Infrastructure
The field of web archiving provides a unique mix of human and automated
agents collaborating to achieve the preservation of the web. Centuries old
theories of archival appraisal are being transplanted into the sociotechnical
environment of the World Wide Web with varying degrees of success. The work of
the archivist and bots in contact with the material of the web present a
distinctive and understudied CSCW shaped problem. To investigate this space we
conducted semi-structured interviews with archivists and technologists who were
directly involved in the selection of content from the web for archives. These
semi-structured interviews identified thematic areas that inform the appraisal
process in web archives, some of which are encoded in heuristics and
algorithms. Making the infrastructure of web archives legible to the archivist,
the automated agents and the future researcher is presented as a challenge to
the CSCW and archival community
Designing for Embodied and Rich Interaction in Home IoT
Internet of things (IoT) artifacts form systems where touchscreen and speech interaction is the norm. As IoT systems are inherently open (artifacts can be added or removed, software can be updated), we observe that the natural state of an IoT system is changed, âgrowth.â This chapter describes a designerly experiment exploring how to design for embodied and rich interaction in these âgrowingâ IoT systems. We present four design cases showcasing four approaches to the design challenge: a hybrid, a modular, a shape changing, and a service approach. We describe and appraise the four approaches and discuss insights from the designerly experiment. We conclude that it is indeed possible to design for embodied and rich interaction in âgrowingâ IoT systems and see our work as a first step toward diversifying IoT interaction styles
Thereʌs no ʻIʌ in ʻEmergency Management Team:ʌ designing and evaluating a serious game for training emergency managers in group decision making skills
Serious games are games that are designed to educate rather
than entertain. The game outlined and evaluated here was
commissioned and designed as a tool to improve the group
decision making skills of people who manage real-world
emergencies such as floods, fires, volcanoes and chemical
spills. The game design exploits research on decision making
groups and applies pedagogically sound games design
principles. An evaluation of the game design was carried out
based on a paper prototype. Eight participants were recruited and assigned to two groups of four participants each. These groups were video recorded while playing the game and the video was analysed in terms of game actions and member participation. Results indicate that the group who behaved in a more appropriate manner for a decision making group were rewarded with more positive feedback from the game state. These findings suggest that the game itself delivers appropriate feedback to players on their collaborative behaviour and is thus fit for the purposes intended in the current project
Text reconstruction activities and teaching language forms
Even though there is a broad consensus that teaching language forms is facilitative or even necessary in some contexts, there are still disagreements concerning, among other things, how formal aspects of the target language should be taught. One important area of controversy is whether pedagogic intervention should be input-oriented, emphasizing comprehension of the form- meaning mappings represented by specific linguistic features or output-based, requiring learners to produce these features accurately in gradually more communicative activities. The present paper focuses on the latter of these two options and, basing on the claims of Swainâs (1985, 1995) output hypothesis, it aims to demonstrates how text-reconstruction activities in which learners collaboratively produce written output trigger noticing, hypothesis-testing and metalinguistic reflection on language use. It presents a psycholinguistic and sociolinguistic rationale for the use of such tasks, discusses the types of such activities, provides an overview of research projects investigating their application and, finally, offers a set of implications for classroom use as well as suggestions for further research in this area
Application of Technological Control Measures on Vehicle Pollution: A Cost-Benefit Analysis in China
For the past two decades, China has experienced strong, continuous economic growth. At the same time, the number of motor vehicles in China has rapidly increased. As a direct result of such a phenomenon, China has been registering significant increases in air pollution. In spite of recent advances in air pollution control, it remains a serious problem for Chinaâs major cities, and constitutes an important issue in the agenda of its policy makers. The object of this paper is to explore the use of cost-benefit analysis (CBA) to evaluate and rank alternative policy scenarios regarding the control of air pollution emitted by motor vehicles. The empirical analysis carried out relates specifically to the Chinese context, over a twenty year period, from 2001 to 2020, and focuses on emission changes of the following three principal pollutants: CO, HC and NOx.Vehicle, Pollution, CO, HC, NOx, Scenario, Standard, Cost, Benefit, China
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