4,146 research outputs found

    “A Process of Controlled Serendipity”: An Exploratory Study of Historians’ and Digital Historians’ Experiences of Serendipity in Digital Environments

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    We investigate historians\u27 experiences with serendipity in both physical and digital environments through an online survey. Through a combination of qualitative and quantitative data analyses, our preliminary findings show that many digital historians select a specific digital environment because of the expectation that it may elicit a serendipitous experience. Historians also create heuristic methods of using digital tools to integrate elements of serendipity into their research practice. Four features of digital environments were identified by participants as supporting serendipity: exploration, highlighted triggers, allowed for keyword searching and connected them to other people

    Changing Chance Encounters: Historians, Serendipity, and the Digital Text

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    Twenty academic historians in Southern Ontario were interviewed about their use of e-books and the role of serendipity in their research. A central theme that surfaced from the grounded theory analysis was that their use of digital tools and texts is limiting their opportunity for a chance encounter with information

    A Review of Research Methodologies Employed in Serendipity Studies in the Context of Information Research

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    Background: The concept of serendipity has become increasingly interesting for those undertaking serendipity research in recent years. However, serendipitous encounters are subjective and rare in a real-world context, making this an extremely challenging subject to study. Methods: Various methods have been proposed to enable researchers to understand and measure serendipity, but there is no broad consensus on which methods to use in different experimental settings. A comprehensive literature review was first conducted, which summarizes the research methods being employed to study serendipity. It was followed by a series of interviews with experts that specified the relative strengths and weaknesses of each method identified in the literature review, in addition to the challenges usually confronted in serendipity research. Results: The findings suggest using mixed research methods to produce a more complete picture of serendipity and contribute to the verification of any research findings. Several challenges and implications relating to empirical studies in the investigation of serendipity have been derived from this study. Conclusions: This paper investigated research methods employed to study serendipity by synthesizing finding from a literature review and the interviews with experts. It provides a methodological contribution to serendipity studies by systematically summarizing the methods employed in the studies of serendipity and identifying the strengths and weakness of each method. It also suggests the novel approach of using mixed research methods to study serendipity. This study has potential limitations related to a small number of experts involved in the expert interview. However, it should be noted that the nature of the topic is a relatively focused area, and it was observed after interviewing the experts that new data seems to not contribute to the findings owing to its repetition of comment

    Evocative computing – creating meaningful lasting experiences in connecting with the past

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    We present an approach – evocative computing – that demonstrates how ‘at hand’ technologies can be ‘picked up’ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices

    Creating Context from Curiosity: The Role of Serendipity in the Research Process of Historians in Physical and Digital Environments

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    Serendipity, the word used to describe an unexpected encounter with information, people, or objects, has drawn much scholarly attention since its 1754 coinage by Horace Walpole. Historians commonly use this term when describing unexpected encounters during their research. However, historians have also been shown to be meticulous, organized researchers whose work is unlikely to contain elements that are unexpected. This thesis is an investigation of serendipity as it is recognized, defined, and experienced by historians in both physical and digital environments. Article One presents a grounded theory analysis of 20 interview transcriptions, Article Two presents a combination of grounded theory, content analysis, and narrative analysis of historians’ responses to an online survey, and Article Three summarizes the quantitative responses to the same survey, but focuses on digital environments. In Article One we found that historians frequently used active verbs to describe serendipity, and concluded that agency plays a prominent role in these experiences. In Article Two, responses from 142 participants reinforce the importance of agency, demonstrating that active research methods lead them to these serendipitous encounters. Article Three reports on the features of digital environments that historians found to support serendipity, including those that encourage exploration, connect people, have options for keyword searching, and highlight potentially relevant links. Taken together, these articles comprise a thesis that advances our current understanding of serendipity. Contributions to the field of LIS include acknowledging the role of agency in serendipitous encounters, and the use of multi-method analysis for investigating serendipity in a single population

    Ariadne: An interface to support collaborative database browsing:Technical Report CSEG/3/1995

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    This paper outlines issues in the learning of information searching skills. We report on our observations of the learning of browsing skills and the subsequent iterative development and testing of the Ariadne system – intended to investigate and support the collaborative learning of search skills. A key part of this support is a mechanism for recording an interaction history and providing students with a visualisation of that history that they can reflect and comment upon

    The Searchers\u27 Point of View: Learning to Do Library Research

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    Reporting serendipity in biomedical research literature : a mixed-methods analysis

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    As serendipity is an unexpected, anomalous, or inconsistent observation that culminates in a valuable, positive outcome (McCay-Peet & Toms, 2018, pp. 4–6), it can be inferred that effectively supporting serendipity will result in a greater incidence of the desired positive outcomes (McCay-Peet & Toms, 2018, p. 22). In order to effectively support serendipity, however, we must first understand the overall process or experience of serendipity and the factors influencing its attainment. Currently, our understanding and models of the serendipitous experience are based almost exclusively on example collections, compilations of examples of serendipity that authors and researchers have collected as they encounter them (Gries, 2009, p. 9). Unfortunately, reliance on such collections can lead to an over-representation of more vivid and dramatic examples and possible underrepresentation of more common, but less noticeable, exemplars. By applying the principles of corpus research, which involves electronic compilation of examples in existing documents, we can alleviate this problem and obtain a more balanced and representative understanding of serendipitous experiences (Gries, 2009). This three-article dissertation describes the phenomenon of serendipity, as it is recorded in biomedical research articles indexed in the PubMed Central database, in a way that might inform the development of machine compilation systems for the support of serendipity. Within this study, serendipity is generally defined as a process or experience that begins with encountering some type of information. That information is subsequently analyzed and further pursued by an individual with related knowledge, skills, and understanding, and, finally, allows them to realize a valuable outcome. The information encounter that initiates the serendipity experience exhibits qualities of unexpectedness as well as value for the user. In this mixed method study, qualitative content analysis, supported by natural language processing, and concurrent with statistical analysis, is applied to gain a robust understanding of the phenomenon of serendipity that may reveal features of serendipitous experience useful to the development of recommender system algorithms.Includes bibliographical reference
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