93,581 research outputs found
Moving data into and out of an institutional repository: Off the map and into the territory
Given the recent proliferation of institutional repositories, a key strategic question is how multiple institutions - repositories, archives, universities and othersācan best work together to manage and preserve research data. In 2007, Green and Gutmann proposed how partnerships among social science researchers, institutional repositories and domain repositories should best work. This paper uses the Timescapes Archiveāa new collection of qualitative longitudinal dataā to examine the challenges of working across institutions in order to move data into and out of institutional repositories. The Timescapes Archive both tests and extends their framework by focusing on the specific case of qualitative longitudinal research and by highlighting researchers' roles across all phases of data preservation and sharing. Topics of metadata, ethical data sharing, and preservation are discussed in detail. What emerged from the work to date is the extremely complex nature of the coordination required among the agents; getting the timing right is both critical and difficult. Coordination among three agents is likely to be challenging under any circumstances and becomes more so when the trajectories of different life cycles, for research projects and for data sharing, are considered. Timescapes exposed some structural tensions that, although they can not be removed or eliminated, can be effectively managed
Power ballads: deploying aversive energy feedback in social media
This paper reports on the pilot evaluation of āPower Balladsā, an evocative social media application which displays aversive feedback based on excessive household energy usage. Work by other researchers in persuasive technologies has previously suggested the use of aversive feedback should be avoided as it leads to a lack of engagement by users. This work evaluates whether punishment of non-desirable behaviour discourages users from engaging with a persuasive application. To this end we recruited 9 households to use the Power Ballads application over a period of 4 weeks. We found the use of aversive feedback did not act as a deterrent to regularly interacting with the application through evaluating user engagement
Re-designing an MA module to foster agency, engagement and production in online social software
This article describes the process of re-designing a module on the MA in Media, Culture and Communication at the Institute of Education (IOE), University of London. This process took place as part of the āPedagogic Research to Embedded E-Learningā (PREEL) project at the IOE and involved moving a module largely concerned with offline production of teaching resources into online engagement with Internet culture. Course participants were encouraged to think about issues around production in social software in ways which were relevant to their professional and personal activity online. The early stages of the re-design process were recorded in a course tutor blog and there were further attempts to reflect on the process using two evaluations, one in the middle of a pilot version of the course and the other at the end. The article concludes with a series of lessons learned which can be taken forward during the revalidation process
Technology, Pedagogy and Digital Production: A Case Study of Children Learning New Media Skills
This article presents an analysis of data from a project which investigated children and young people's learning of digital cultures in informal settings in Britain. The project aimed to build links between young peoples' leisure and learning experiences, by engaging with the content and styles of learning connected with digital cultures in homes and community centres. The focus of this article is on a computer games making course for young people age 9 ā 13. The article looks specifically at issues around technology and pedagogy. Questions are raised about types of software used with this age range, and the article includes a discussion of the models of learning which describe young people?s interactions with digital cultures
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This report shares the journey of three partners' experiment with digital technology to address societal challenges linked to ageing and social isolation. In recent years artsdepot has seen enormous changes to its business model driven by the advance of digital communication tools, rapidly increasing use of social media, and changing consumer behaviours. The project team felt that digital innovation was typically aimed at the young but wondered if there was greater potential to increase attendance and sales while also addressing social isolation through creating digital innovations with older people.
A range of partners worked on the project: artsdepot (arts partner and project lead) is a multi-art form venue based in North Finchley welcoming 130,000 audience members annually. DigiLab (research partner) is an R&D laboratory based at London College of Communication, University of the Arts London. Ingelby (tech partner) is a digital agency specialising in app building and mobile app development, as well as mobile website design , e-commerce development , customised CRM systems and creative digital media. This project aimed to explore digital technologies that could help create increased levels of arts attendance among older people by identifying barriers and designing digital solutions. artsdepot felt that by enabling increased arts attendance and therefore facilitating opportunities to socialise, they might help establish new friendships while providing enriching creative experiences. Additionally, the team felt there was an additional benefit in terms of demonstrating an economic model for engaging older audiences. Having learnt in the application phase that two thirds of older people have more disposable income than any other age group, artsdepot felt that if it could address other barriers to attendance, it could also improve ticket sales and build a case for increased focus on older audiences
Institutional innovation: synthesis of programme outcomes
Report of the work of the Projects funded by the JISC Institutional change/innovation Programme 2008-2010. Report produced by the Synthesis and Benefits Realisation Team linked to the Programme
The Revolution of Mobile Phone-Enabled Services for Agricultural Development (m-Agri Services) in Africa: The Challenges for Sustainability
The provision of information through mobile phone-enabled agricultural information services (m-Agri services) has the potential to revolutionise agriculture and significantly improve smallholder farmers’ livelihoods in Africa. Globally, the benefits of m-Agri services include facilitating farmers’ access to financial services and sourcing agricultural information about input use, practices, and market prices. There are very few published literature sources that focus on the potential benefits of m-Agri services in Africa and none of which explore their sustainability. This study, therefore, explores the evolution, provision, and sustainability of these m-Agri services in Africa. An overview of the current landscape of m-Agri services in Africa is provided and this illustrates how varied these services are in design, content, and quality. Key findings from the exploratory literature review reveal that services are highly likely to fail to achieve their intended purpose or be abandoned when implementers ignore the literacy, skills, culture, and demands of the target users. This study recommends that, to enhance the sustainability of m-Agri services, the implementers need to design the services with the users involved, carefully analyse, and understand the target environment, and design for scale and a long-term purpose. While privacy and security of users need to be ensured, the reuse or improvement of existing initiatives should be explored, and projects need to be data-driven and maintained as open source. Thus, the study concludes that policymakers can support the long-term benefit of m-Agri services by ensuring favourable policies for both users and implementers
Open Science in Software Engineering
Open science describes the movement of making any research artefact available
to the public and includes, but is not limited to, open access, open data, and
open source. While open science is becoming generally accepted as a norm in
other scientific disciplines, in software engineering, we are still struggling
in adapting open science to the particularities of our discipline, rendering
progress in our scientific community cumbersome. In this chapter, we reflect
upon the essentials in open science for software engineering including what
open science is, why we should engage in it, and how we should do it. We
particularly draw from our experiences made as conference chairs implementing
open science initiatives and as researchers actively engaging in open science
to critically discuss challenges and pitfalls, and to address more advanced
topics such as how and under which conditions to share preprints, what
infrastructure and licence model to cover, or how do it within the limitations
of different reviewing models, such as double-blind reviewing. Our hope is to
help establishing a common ground and to contribute to make open science a norm
also in software engineering.Comment: Camera-Ready Version of a Chapter published in the book on
Contemporary Empirical Methods in Software Engineering; fixed layout issue
with side-note
The objectness of everyday life: disburdenment or engagement?
The article grew out of a conference paper, āThe objectness of everyday life: engagement and disburdenmentā, Material Geographies, UCL, September 2002. An expanded version of the paper was included in a special themed section of an issue of Geoforum. The paper intervenes into contemporary philosophical scholarship on the nature of use-value, usability, design and ethics. The article has been directly engaged with in an academic journal; Christensen, Carleton B. (2005) āThe Material Basis of Everyday Rationality: transformation by design or education?ā, Design Philosophy Papers No.4,)
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