8,694 research outputs found

    Library News, Winter 2013

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    Event-based Access to Historical Italian War Memoirs

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    The progressive digitization of historical archives provides new, often domain specific, textual resources that report on facts and events which have happened in the past; among these, memoirs are a very common type of primary source. In this paper, we present an approach for extracting information from Italian historical war memoirs and turning it into structured knowledge. This is based on the semantic notions of events, participants and roles. We evaluate quantitatively each of the key-steps of our approach and provide a graph-based representation of the extracted knowledge, which allows to move between a Close and a Distant Reading of the collection.Comment: 23 pages, 6 figure

    The Cowl - v.83 - n.16 - Feb 7, 2019

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    The Cowl - student newspaper of Providence College. Vol. 83 No. 16 - February 7, 2019. 24 pages

    Gamification and player profiles among faculty in Mexico

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    Objectives: Analysis of the player profiles of professors is a fruitful line of research because player profiles may influence the design of gamified situations. We studied a sample of 243 university professors in Mexico to analyze the player profiles with which they identify and those they consider most effective didactically in gamified situations. Method: Descriptive quantitative research was used to analyze the distributions of the responses to a questionnaire given to a group of 243 professors from different Mexican universities. These responses have been statistically analyzed by computing the proportions of player profile choices and applying Pearson’s chi-square test of independence to identify significant differences in these choices. Results: 42.4% of the participants identify as Explorers, the most frequent player profile among the participants. However, about 15.6% of them consider that their player profile is not the most suitable for learning. Player profiles chosen by the Mexican professors diverge from the player profiles of the students described in previous studies. Significant differences by gender, area of knowledge, and previous training in gamification are also identified. Conclusion: There is a strong gap between the player profiles of the participating professors and the profile that, in their opinion, is most suitable for learning. In addition, it has been identified that gender, area of knowledge, and previous experience in the use of gamification are influential factors in the player profiles of the professors. Implication for Practice: The training of professors in gamification should be adapted to the specificities of each area of knowledge. This will allow professors to develop pedagogical skills in gamification that will help them adapt gamified didactic situations to the needs of students

    Social Norms in Virtual Worlds of Computer Games

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    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players

    Spartan Daily, January 14, 1960

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    Volume 47, Issue 64https://scholarworks.sjsu.edu/spartandaily/3980/thumbnail.jp

    Web archives: the future

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    T his report is structured first, to engage in some speculative thought about the possible futures of the web as an exercise in prom pting us to think about what we need to do now in order to make sure that we can reliably and fruitfully use archives of the w eb in the future. Next, we turn to considering the methods and tools being used to research the live web, as a pointer to the types of things that can be developed to help unde rstand the archived web. Then , we turn to a series of topics and questions that researchers want or may want to address using the archived web. In this final section, we i dentify some of the challenges individuals, organizations, and international bodies can target to increase our ability to explore these topi cs and answer these quest ions. We end the report with some conclusions based on what we have learned from this exercise

    Spartan Daily, January 14, 1960

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    Volume 47, Issue 64https://scholarworks.sjsu.edu/spartandaily/3980/thumbnail.jp

    Spartan Daily, January 14, 1960

    Get PDF
    Volume 47, Issue 64https://scholarworks.sjsu.edu/spartandaily/3980/thumbnail.jp

    The Sunglasses of Ideology: Augmented Reality as Posthuman Cognitive Prosthesis

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    This project argues a methodological approach for examining augmented reality (AR) that blends new media studies with that of the digital humanities to develop a hybrid methodology that accounts for AR as a digital medium and, in turn, a critical framework for digital humanities (DH) cultural criticism. As Steven Jones argues in The Emergence of the Digital Humanities, the digital has always been physical, and the network has become the water in which we swim (20). Our networked tech has begun to reflect this by showing closer interaction between physical and digital artifacts, the most notable example being AR, where digital information responds directly to physical space. This project takes a multidisciplinary approach to explore the rhetorical and ideological implications of AR as both a technology and a medium. By exploring AR as it relates to current digital humanities scholarship, comparative new media studies, and critical theory, as well as a hands-on approach that involved the development of an AR smartphone application, this project aims to show that augmented reality is uniquely useful as a vessel for future research into digital materiality, while eventually arguing that this tech literalizes imaginative and cognitive processes, ultimately revealing a posthuman ontology where thinking and technology are indistinguishable from one another
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