14,781 research outputs found

    Dialogic interaction with diversified audiences in Twitter for research dissemination purposes

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    International research groups are expected to ensure global dissemination and visibility of their knowledge production, for which Twitter is effectively employed to reach diversified audiences. This paper analyses the dialogic dimension of tweets published in accounts of Horizon2020 research projects, where group’s productivity and work are promoted, and multiple readers addressed. Our study focuses on the use, in these Twitter accounts, of interactional pragmatic strategies, their verbal realisation through engagement markers, as well as on medium affordances and non-verbal markers. A sample of 1 454 tweets from 10 accounts of the EUROPROtweets corpus were coded and analysed through NVivo. The data-driven pragmatic analysis triggered the identification of 8 interactional strategies. We then quantitatively analysed the use of engagement makers and qualitatively studied the characteristic non-verbal markers with a dialogic function within each of these. Our findings will help understand the complexities of current digital academic professional practices, especially as regards the dynamics of dialogic interaction in social media. © 2022 Universidad Complutense de Madrid

    Climate Change Games as Boundary Objects: Fostering Dialogic Communication within Stakeholder Engagement

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    Rising waters and the increasing devastation of flood events make coastal resilience a significant issue in the Hampton Roads region of Virginia, particularly in the city of Norfolk. Enhancing resilience requires ongoing stakeholder engagement designed to invite dialogue while encouraging cross-jurisdictional collaboration and comprehensive problem-solving. Climate change games have been employed to support these endeavors. This dissertation provides a response to the following research questions: 1) What is the origin of the climate change game genre? 2) Why are key stakeholders in coastal resilience using climate change games? And 3) how do these games operate for these key stakeholders? To answer these questions, I focused on two games used in resilience-related stakeholder engagement workshops in 2018 in Coastal Virginia: the Multi-hazard Tournament (MHT) and the Game of Floods. I conducted semistructured observational field notes and survey research, including interview and questionnaires, followed by thematic analysis according to notions of Susan Leigh Star and James Griesemer’s (1989) boundary objects. Designed for a wide range of contexts, including public outreach, education, training, and stakeholder engagement, I found that the CC game genre emerges from (and is a manifestation of) a number of related traditions: technical communication, urban planning, modeling and simulation, and game studies—fields that are, themselves, intertwined with a broad array of disciplines. These games are complex and idiosyncratic; while no one disciplinary tradition can adequately explain their work, the notion of boundary objects can. These games are boundary objects (a manifestation of a range of disciplinary traditions), and they operate as boundary objects for these key stakeholders (encouraging dialogic communication among diverse audiences). I merge multidisciplinary scholarship with data from survey research to generate a rhetorical boundary work heuristic that articulates the goals of these games: foster boundary work for varied audiences within intense design periods using charrette and game design strategies. I analyze the MHT and the Game of Floods according to this heuristic, demonstrating that, while both games work toward these goals, more could be done to enhance their boundary work, and I close with key takeaways for practitioners to use as they continue developing and employing CC games

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

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    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications

    Panel: The Architectural Touch: Gestural Approaches to Library Search

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    This panel centers on the LibViz project—a touch and gesture-based interface that allows users to navigate through library collections using visual queries—and the issues surrounding such efforts. The LibViz project, for which we have done initial research and constructed a prototype, aims to increase the discoverability of library materials, particularly those of non-textual objects, which are difficult to access via traditional search and which do not circulate. Many collections are currently preparing large scale digitizing of threedimensional objects and it is imperative to develop appropriate methods to work with this new kind of data. The established methods only do a poor job at providing access to 3D-object data. Based in theories of “grounded cognition,” the LibViz interface will be optimized for use on personal mobile devices, but it can also be used on large format touch screens equipped with depth cameras that track user gestures. In other words, the interactive flow of LibViz allows both gestural interaction and touch commands, effectively extending the sensory modalities involved in the cognitive processing of the search results. By engaging a fuller range of human cognitive capabilities, the LibViz interface also hopes to help transform search. The amount of data generated in the digital era is growing exponentially, and so we must find novel ways of analyzing and interpreting these vast data archives. Moreover, the ways in which information is categorized and databases are created are value laden. As such, the processes by which these structures are established should be more transparent than conventional systems currently allow. The project turns library search into a powerful and pleasurable experience, stimulating engagement with the collections and the library itself

    ‘Where else is the money? A study of innovation in online business models at newspapers in Britain’s 66 cities’

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    Much like their counterparts in the United States and elsewhere, British newspaper publishers have seen a sharp decline in revenues from traditional sources—print advertising and copy sales—and many are intensifying efforts to generate new income by expanding their online offerings. A study of the largest circulation newspapers in the 66 cities in England, Scotland, Wales and Northern Ireland showed that while only a small minority did not have companion websites, many of the publishers who do have an online presence have transferred familiar revenue models. It has also been recognised that income from these sources is not enough to sustain current operations and innovative publishers have diversified into additional broad categories of Web business models. Significantly, this study did not only compare the approaches of various news publishers with each other, but it also considered how active newspaper publishers were in taking advantage of the variety of business models generally being employed on the Web—and which opportunities were ignored

    Potential Influences of Graphic Design, And Critical Thinking on Publishing Scientific Products and Performance of Academic Services

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    Graphic design is a creative process that includes art and technology to convey thoughts, particularly if it is accompanied with creative skills based on strong academic knowledge. It can be used to reflect ideas, trends, and tendencies and this helps touching their reality. This research is mainly aiming at studying how critical presentation of scientific findings, data and applications with graphic and creative designs using an expressive visual language would help enhancing data dissemination and simplifying difficult scientific data and phenomenon making them more convenient for a wide range of audiences and better understood by various levels of background and professionality
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