241,452 research outputs found
Youth and Digital Media: From Credibility to Information Quality
Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure
Recommended from our members
We are the Change that we Seek: Information Interactions During a Change of Viewpoint
There has been considerable hype about filter bubbles and echo chambers influencing the views of information consumers. The fear is that these technologies are undermining democracy by swaying opinion and creating an uninformed, polarised populace. The literature in this space is mostly techno-centric, addressing the impact of technology. In contrast, our work is the first research in the information interaction field to examine changing viewpoints from a human-centric perspective. It provides a new understanding of view change and how we might support informed, autonomous view change behaviour. We interviewed 18 participants about a self-identified change of view, and the information touchpoints they engaged with along the way. In this paper we present the information types and sources that informed changes of viewpoint, and the ways in which our participants interacted with that information. We describe our findings in the context of the techno-centric literature and suggest principles for designing digital information environments that support user autonomy and reflection in viewpoint formation
Are anonymity-seekers just like everybody else? An analysis of contributions to Wikipedia from Tor
User-generated content sites routinely block contributions from users of
privacy-enhancing proxies like Tor because of a perception that proxies are a
source of vandalism, spam, and abuse. Although these blocks might be effective,
collateral damage in the form of unrealized valuable contributions from
anonymity seekers is invisible. One of the largest and most important
user-generated content sites, Wikipedia, has attempted to block contributions
from Tor users since as early as 2005. We demonstrate that these blocks have
been imperfect and that thousands of attempts to edit on Wikipedia through Tor
have been successful. We draw upon several data sources and analytical
techniques to measure and describe the history of Tor editing on Wikipedia over
time and to compare contributions from Tor users to those from other groups of
Wikipedia users. Our analysis suggests that although Tor users who slip through
Wikipedia's ban contribute content that is more likely to be reverted and to
revert others, their contributions are otherwise similar in quality to those
from other unregistered participants and to the initial contributions of
registered users.Comment: To appear in the IEEE Symposium on Security & Privacy, May 202
Measuring the impact of higher education libraries: the LIRG/SCONUL Impact Implementation Initiative
The Library and Information Research Group (LIRG) and the Society of College, National, and University Libraries (SCONUL) are working together on a joint initiative looking at the impact of higher education libraries on learning, teaching, and research. Twenty-two libraries have been involved in assessing the impact of particular services or new innovations in their institutions. This article considers why measuring impact is important, describes the background to the Impact Initiative and what led to it being set up, identifies the institutions that are involved and their chosen topics, outlines what is involved for the participating institutions, and reviews progress to date
The influence of marketing logistics networks on organisational performance in Australia and New Zealand
Predictions concerning the influence of traditional and online marketing logistics network competency on organisational performance were tested via structural equation modelling employing a sample of Australian and New Zealand companies. The study finds a significant influence of the use of traditional marketing logistics networks on organisational performance, but that the use of the Web in this regard is yet to have such an influence.<br /
Plug-in to fear: game biosensors and negative physiological responses to music
The games industry is beginning to embark on an ambitious journey into the world of biometric gaming in search of more exciting and immersive gaming experiences. Whether or not biometric game technologies hold the key to unlock the âultimate gaming experienceâ hinges not only on technological advancements alone but also on the game industryâs understanding of physiological responses to stimuli of different kinds, and its ability to interpret physiological data in terms of indicative meaning. With reference to horror genre games and music in particular, this article reviews some of the scientific literature relating to specific physiological responses induced by âfearfulâ or âunpleasantâ musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate âplugged-inâ experience
Recommended from our members
Ideation as an intellectual information acquisition and use context: Investigating game designersâ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a âmeans to an intellectual endâ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
- âŠ