241,303 research outputs found

    Youth and Digital Media: From Credibility to Information Quality

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    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

    Are anonymity-seekers just like everybody else? An analysis of contributions to Wikipedia from Tor

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    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

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    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

    Plug-in to fear: game biosensors and negative physiological responses to music

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    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 “ultimate gaming experience” hinges not only on technological advancements alone but also on the game industry’s 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 “fearful” or “unpleasant” musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate “plugged-in” experience

    The influence of marketing logistics networks on organisational performance in Australia and New Zealand

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    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 /
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