17,233 research outputs found

    Invisible Pixels Are Dead, Long Live Invisible Pixels!

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    Privacy has deteriorated in the world wide web ever since the 1990s. The tracking of browsing habits by different third-parties has been at the center of this deterioration. Web cookies and so-called web beacons have been the classical ways to implement third-party tracking. Due to the introduction of more sophisticated technical tracking solutions and other fundamental transformations, the use of classical image-based web beacons might be expected to have lost their appeal. According to a sample of over thirty thousand images collected from popular websites, this paper shows that such an assumption is a fallacy: classical 1 x 1 images are still commonly used for third-party tracking in the contemporary world wide web. While it seems that ad-blockers are unable to fully block these classical image-based tracking beacons, the paper further demonstrates that even limited information can be used to accurately classify the third-party 1 x 1 images from other images. An average classification accuracy of 0.956 is reached in the empirical experiment. With these results the paper contributes to the ongoing attempts to better understand the lack of privacy in the world wide web, and the means by which the situation might be eventually improved.Comment: Forthcoming in the 17th Workshop on Privacy in the Electronic Society (WPES 2018), Toronto, AC

    Profiling the educational value of computer games

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    There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenari

    Core Services in the Architecture of the National Digital Library for Science Education (NSDL)

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    We describe the core components of the architecture for the (NSDL) National Science, Mathematics, Engineering, and Technology Education Digital Library. Over time the NSDL will include heterogeneous users, content, and services. To accommodate this, a design for a technical and organization infrastructure has been formulated based on the notion of a spectrum of interoperability. This paper describes the first phase of the interoperability infrastructure including the metadata repository, search and discovery services, rights management services, and user interface portal facilities

    Flickr: A case study of Web2.0

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    The “photosharing” site Flickr is one of the most commonly cited examples used to define Web2.0. This paper explores where Flickr’s real novelty lies, examining its functionality and its place in the world of amateur photography. The paper draws on a wide range of sources including published interviews with its developers, user opinions expressed in forums, telephone interviews and content analysis of user profiles and activity. Flickr’s development path passes from an innovative social game to a relatively familiar model of a website, itself developed through intense user participation but later stabilising with the reassertion of a commercial relationship to the membership. The broader context of the impact of Flickr is examined by looking at the institutions of amateur photography and particularly the code of pictorialism promoted by the clubs and industry during the C20th. The nature of Flickr as a benign space is premised on the way the democratic potential of photography is controlled by such institutions. Several optimistic views of the impact of Flickr such as its facilitation of citizen journalism, “vernacular creativity” and in learning as an “affinity space” are evaluated. The limits of these claims are identified in the way that the system is designed to satisfy commercial purposes, continuing digital divides in access and the low interactivity and criticality on Flickr. Flickr is an interesting source of change, but can only to be understood in the perspective of long term development of the hobby and wider social processes

    Surgical Skill and Video Games: A Meta-Analytic Review

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    As the popularity of video games has grown over the past decade, so has interest in their capacity to serve as tools for education. The technology behind modern laparoscopic surgery draws strong parallels to modern video games, and as such has inspired initial research into the potential relationship between video game play and surgical performance. To date, a number of researchers have conducted studies on this relationship; however, no structured, statistical review of accessible data has taken place. Thus, the goal of this analysis was to examine the available literature and report the significance of the cumulative findings. Through my process, a total of 21 studies involving 1220 participants were gathered through multi-step review, and organized into one of three experimental domains - game training, VR training, and gaming history. Effect size analysis using Hedge’s G and Fisher’s Z yielded statistically significant results in all three domains, thus supporting the consensus belief that video game play has a positive effect on laparoscopic surgical training and performance. Given the particularly strong effect of virtual reality training on surgical performance, it would be valuable to investigate the differential effects of virtual reality, and how these effects might be further developed into more effective educational instruments

    Crowdsourcing Linked Data on listening experiences through reuse and enhancement of library data

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    Research has approached the practice of musical reception in a multitude of ways, such as the analysis of professional critique, sales figures and psychological processes activated by the act of listening. Studies in the Humanities, on the other hand, have been hindered by the lack of structured evidence of actual experiences of listening as reported by the listeners themselves, a concern that was voiced since the early Web era. It was however assumed that such evidence existed, albeit in pure textual form, but could not be leveraged until it was digitised and aggregated. The Listening Experience Database (LED) responds to this research need by providing a centralised hub for evidence of listening in the literature. Not only does LED support search and reuse across nearly 10,000 records, but it also provides machine-readable structured data of the knowledge around the contexts of listening. To take advantage of the mass of formal knowledge that already exists on the Web concerning these contexts, the entire framework adopts Linked Data principles and technologies. This also allows LED to directly reuse open data from the British Library for the source documentation that is already published. Reused data are re-published as open data with enhancements obtained by expanding over the model of the original data, such as the partitioning of published books and collections into individual stand-alone documents. The database was populated through crowdsourcing and seamlessly incorporates data reuse from the very early data entry phases. As the sources of the evidence often contain vague, fragmentary of uncertain information, facilities were put in place to generate structured data out of such fuzziness. Alongside elaborating on these functionalities, this article provides insights into the most recent features of the latest instalment of the dataset and portal, such as the interlinking with the MusicBrainz database, the relaxation of geographical input constraints through text mining, and the plotting of key locations in an interactive geographical browser

    ArchivePress: A Really Simple Solution to Archiving Blog Content

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    ArchivePress is a new technical solution for collecting and archiving content from blogs. Current solutions are commonly based on typical web archiving activities, whereby a crawler is configured to harvest a copy of the blog and return the copy to a web archive. This approach is perfectly acceptable if the requirement is that the site is presented as an integral whole. However, ArchivePress is based upon the premise that blogs are a distinct class of web-based resource, in which the post, not the page, is atomic, and certain properties, such as layouts and colours, are demonstrably superfluous for many (if not most) users. As a result, an approach that builds on the functionality provided by web feeds to capture only selected aspects of the blog offers more potential. This is particularly the case when institutions wish to develop collections of aggregated blog content from a range of different sources. The presentation will describe our research to develop such an approach, including work to define the significant properties of blogs, details of the technical development, and pilot collections against which the tool has been tested

    Volume 38, Number 2, June 2018 OLAC Newsletter

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    Digitized June 2018 issue of the OLAC Newsletter
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