1,620 research outputs found

    Pushing relevant artifact annotations in collaborative software development

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    Curating Digital Pedagogy in the Humanities

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    This is the published introduction to the born-digital, open-access, peer-reviewed *Digital Pedagogy in the Humanities*. More a rationale and scholarly study of both Digital Pedagogy and DPiH in general, this introduces articulates the uses, theory, rationale about digital pedagogy as it has been shaped in U.S. institutions since the explosion of Digital Humanities in 2009. As a separate field now, Digital Pedagogy is built on the generosity of its practitioners, but saving the *stuff* of teaching and pedagogy is difficult. The introduction historicizes this now-published project, its open peer review process, and its development in the early years (starting in 2010) in addition to offering multiple pathways into using DPiH for both experienced practitioners and anyone curious about how to use the 500+ pedagogical artifacts among the 59 keywords. By defining digital pedagogy, articulating the 5 key concepts that surfaced with the creation of this project, and discussing potential obstacles about engaging in Digital Pedagogy (including an enumerated step-by-step process for getting started in using Digital Pedagogy strategies), this introduction invites all levels of engagement. In addition, the introduction provides an analysis of the types of content, contributors, and curators as well as early network analysis about the connections among all of the keywords, curators, and the shared pedagogical artifacts. Finally, the authors assess the project\u27s infrastructure, open access, and open peer review publishing process over the 10 years it took to bring this project to fruition, luckily, right at the moment that all higher education institutions were forced to grapple with a sudden move to online learning during March 2020. The concluding sections discuss the shifting role of published and publisher with this born-digital project and considers the use of new forms of infrastructure for a scholarly work that values pedagogy above all else

    Games Design Research through Game Design Practice

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    Whilst many game design academics are also game designers, their research is often presented through the lens of other disciplines (philosophy, media theory, human computer interaction [HCI], etc.) and practice-based design research is arguably underrepresented in the games research community. Although game design research espouses to open an inclusive community, at present, research approaches and the presentation of results is dominated by those inherited from either the social sciences or HCI. This dominance of loaded and prescriptive academic frameworks is arguably why many of those creating games outside academia feel such research is unrepresentative of their own practices

    Ancient ancestors for modern practices: An evolutionary concept analysis of digital marginalia

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    Marginalia, the notes readers write in the blank spaces of their books, are significant objects of study in bibliography and book history, among other fields. Due to factors including findability and fragile book materials, marginalia from the nineteenth and twentieth centuries are difficult to study. The same does not necessarily have to be true for similar objects from the twenty-first century. This thesis uses Rodger’s evolutionary concept analysis to analyze the usage of digital marginalia in the scholarly literature from 1991 to 2020. Beginning with an overview of bibliography and the history of marginalia, this thesis situates digital marginalia in a bibliographic context. Digital marginalia’s definitions, characteristic attributes, events related to the creation of digital marginalia, and concepts related to the practice are then examined. Bringing in connections to bibliographic concepts, this thesis argues that digital marginalia and bibliography provide each other reciprocal value. Like their physical counterparts, digital marginalia provide evidence of users’ interactions with media, their social interactions through that media, and their sociocultural contexts

    Harnessing customizationinWeb Annotation: ASoftwareProduct Line approach

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    222 p.La anotación web ayuda a mediar la interacción de lectura y escritura al transmitir información, agregar comentarios e inspirar conversaciones en documentos web. Se utiliza en áreas de Ciencias Sociales y Humanidades, Investigación Periodística, Ciencias Biológicas o Educación, por mencionar algunas. Las actividades de anotación son heterogéneas, donde los usuarios finales (estudiantes, periodistas, conservadores de datos, investigadores, etc.) tienen requisitos muy diferentes para crear, modificar y reutilizar anotaciones. Esto resulta en una gran cantidad de herramientas de anotación web y diferentes formas de representar y almacenar anotaciones web. Para facilitar la reutilización y la interoperabilidad, se han realizado varios intentos durante las últimas décadas para estandarizar las anotaciones web (por ejemplo, Annotea u Open Annotation), lo que ha dado como resultado las recomendaciones de anotaciones del W3C publicadas en 2017. Las recomendaciones del W3C proporcionan un marco para la representación de anotaciones (modelo de datos y vocabulario) y transporte (protocolo). Sin embargo, todavía hay una brecha en cómo se desarrollan los clientes de anotación (herramientas e interfaces de usuario), lo que hace que los desarrolladores vuelvan a re-implementar funcionalidades comunes (esdecir, resaltar, comentar, almacenar,¿) para crear su herramienta de anotación personalizada.Esta tesis tiene como objetivo proporcionar una plataforma de reutilización para el desarrollo de herramientas de anotación web para la revisión. Con este fin, hemos desarrollado una línea de productos de software llamada WACline. WACline es una familia de productos de anotación que permite a los desarrolladores crear extensiones de navegador de anotación web personalizadas, lo que facilita la reutilización de los activos principales y su adaptación a su contexto de revisión específico. Se ha creado siguiendo un proceso de acumulación de conocimientos en el que cada producto de anotación aprende de los productos de anotación creados previamente. Finalmente, llegamos a una familia de clientes de anotación que brinda soporte para tres prácticas de revisión: extracción de datos de revisión sistemática de literatura (Highlight&Go), revisión de tareas de estudiantes en educación superior (Mark&Go), y revisión por pares de conferencias y revistas (Review&Go). Para cada uno de los contextos de revisión, se ha llevado a cabo una evaluación con partes interesadas reales para validar las mejoras de eficiencia y eficacia aportadas por las herramientas de anotación personalizadas en su práctica

    Emerging semantics to link phenotype and environment

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    abstract: Understanding the interplay between environmental conditions and phenotypes is a fundamental goal of biology. Unfortunately, data that include observations on phenotype and environment are highly heterogeneous and thus difficult to find and integrate. One approach that is likely to improve the status quo involves the use of ontologies to standardize and link data about phenotypes and environments. Specifying and linking data through ontologies will allow researchers to increase the scope and flexibility of large-scale analyses aided by modern computing methods. Investments in this area would advance diverse fields such as ecology, phylogenetics, and conservation biology. While several biological ontologies are well-developed, using them to link phenotypes and environments is rare because of gaps in ontological coverage and limits to interoperability among ontologies and disciplines. In this manuscript, we present (1) use cases from diverse disciplines to illustrate questions that could be answered more efficiently using a robust linkage between phenotypes and environments, (2) two proof-of-concept analyses that show the value of linking phenotypes to environments in fishes and amphibians, and (3) two proposed example data models for linking phenotypes and environments using the extensible observation ontology (OBOE) and the Biological Collections Ontology (BCO); these provide a starting point for the development of a data model linking phenotypes and environments.The final version of this article, as published in PeerJ, can be viewed online at: https://peerj.com/articles/1470

    Insights from expert software design practice

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    Software is a designed artifact. In other design disciplines, such as architecture, there is a well-established tradition of design studies which inform not only the discipline itself but also tool design, processes, and collaborative work. The 'challenge' of this paper is to consider software from such a 'design studies' perspective. This paper will present a series of observations from empirical studies of expert software designers, and will draw on examples from actual professional practice. It will consider what experts' mental imagery, software visualisations, and sketches suggest about software design thinking. It will also discuss some of the deliberate practices experts use to promote innovation. Finally, it will open discussion on the tensions between observed software design practices and received methodology in software engineering

    Bible as Interface

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    The book is undergoing a major technological transition as print wanes in its dominance and the internet and mobile devices transform our reading and writing technologies. With the entangled histories of bible and book, our emerging technological age and its transformation of the materiality of bible forces us to engage bible as something irreducible to a book. The connections between the major technological transition from roll to codex in antiquity and the contemporary move toward the internet and mobile technologies as reading platforms encourage us to consider bible as an interface that affords high surface area, collaboration, and anarchy. Building on a growing attention to materiality in the study of religion and iconic books like the bible, I suggest bible as interface here to signal that bible is more than a container of content. Rather, bible as interface is a relationship between a material platform and a user that cannot be reduced to simple consumption of content. Rooted in the material religion approaches of Brent Plate and James Watts and animated by the interface theory of Johanna Drucker extended through a Levinasian optics of proximity, I will explore the many contact points of high surface area, the interruptive processes of collaboration, and the irreducibility to a single original text or single proper use in anarchy through a close look at the materiality of bible from ancient roll to digital API
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