20,397 research outputs found

    Motivating physical activity at work: using persuasive social media extensions for simple mobile devices

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    Powerful behaviour change programmes can be developed through a combination of very simple, accessible technology, and an understanding of the psychological processes that drive behaviour change. We present a study in which very basic digital pedometers were used to record the number of steps taken by participants over the course of a normal working day. A Facebook application, named Step Matron, was utilised to provide a social and competitive context for pedometer readings. We were particularly interested in whether interactions between users via the application more successfully motivated physical activity than simply recording daily step counts in a similar application. Ten participants (1 male), all nurses working in a UK hospital, used the application across two conditions over the course of the study. In the socially-enabled condition, participants could view each other’s step data and make comparisons and comments. In the non-social condition, participants could only view their own personal step data. A significant increase in step activity was observed in the socially enabled condition. Our findings highlight the potential of social media as a means for generating positive behaviour change. They also suggest that simple mobile devices can function as an inexpensive, accessible and powerful trigger towards this behaviour change without necessitating the use of overly complex and expensive mobile applications or device

    Self-tracking modes: reflexive self-monitoring and data practices

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    The concept of ‘self-tracking’ (also referred to as life-logging, the quantified self, personal analytics and personal informatics) has recently begun to emerge in discussions of ways in which people can voluntarily monitor and record specific features of their lives, often using digital technologies. There is evidence that the personal data that are derived from individuals engaging in such reflexive self-monitoring are now beginning to be used by actors, agencies and organisations beyond the personal and privatised realm. Self-tracking rationales and sites are proliferating as part of a ‘function creep’ of the technology and ethos of self-tracking. The detail offered by these data on individuals and the growing commodification and commercial value of digital data have led government, managerial and commercial enterprises to explore ways of appropriating self-tracking for their own purposes. In some contexts people are encouraged, ‘nudged’, obliged or coerced into using digital devices to produce personal data which are then used by others. This paper examines these issues, outlining five modes of self-tracking that have emerged: private, communal, pushed, imposed and exploited. The analysis draws upon theoretical perspectives on concepts of selfhood, citizenship, biopolitics and data practices and assemblages in discussing the wider sociocultural implications of the emergence and development of these modes of self-tracking

    Building institutional capability in e-learning design

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    We detail the research, development and initial outcomes of an intervention process to promote capability building in designing for e‐learning at a dual mode university in the UK. The process, called CARPE DIEM, was built on a pilot study and became a Higher Education Academy ‘Pathfinder’ project named ADELIE. We report on the model workshop, its deployment, research and development over a 12‐month period with a variety of subject groups working in small teams with learning technologists, pedagogical facilitators and librarians. Outcomes include improved scores on an institutional e‐learning benchmarking exercise and increased capability for designing for online activities for students in the Virtual Learning Environment (VLE). The model is stable enough to be tried in other institutions and continues to develop in scope

    Agents in Bioinformatics

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    The scope of the Technical Forum Group (TFG) on Agents in Bioinformatics (BIOAGENTS) was to inspire collaboration between the agent and bioinformatics communities with the aim of creating an opportunity to propose a different (agent-based) approach to the development of computational frameworks both for data analysis in bioinformatics and for system modelling in computational biology. During the day, the participants examined the future of research on agents in bioinformatics primarily through 12 invited talks selected to cover the most relevant topics. From the discussions, it became clear that there are many perspectives to the field, ranging from bio-conceptual languages for agent-based simulation, to the definition of bio-ontology-based declarative languages for use by information agents, and to the use of Grid agents, each of which requires further exploration. The interactions between participants encouraged the development of applications that describe a way of creating agent-based simulation models of biological systems, starting from an hypothesis and inferring new knowledge (or relations) by mining and analysing the huge amount of public biological data. In this report we summarise and reflect on the presentations and discussions

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Country life: agricultural technologies and the emergence of new rural subjectivities

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    Rural areas have long been spaces of technological experimentation, development and resistance. In the UK, this is especially true in the post-second world war era of productivist food regimes, characterised by moves to intensification. The technologies that have developed have variously aimed to increase yields, automate previously manual tasks, and create new forms of life. This review focuses on the relationships between agricultural technologies and rural lives. While there has been considerable media emphasis on the material modification, and creation, of new rural lives through emerging genetic technologies, the review highlights the role of technologies in co-producing new rural subjectivities. It does this through exploring relationships between agricultural technologies and gender, changing approaches to understanding and intervening in animal lives, and how automation shifts responsibility for productive work on farms. In each of these instances, even ostensibly mundane technologies can significantly affect what it is to be a farmer, a farm advisor or a farm animal. However, the review cautions against technological determinism, drawing on recent work from Science and Technology Studies to show that technologies do not simply reconfigure lives but are themselves transformed by the actors and activities with which they are connected. The review ends by suggesting avenues for future research

    Long-Term Preservation of Digital Records, Part I: A Theoretical Basis

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    The Information Revolution is making preservation of digital records an urgent issue. Archivists have grappled with the question of how to achieve this for about 15 years. We focus on limitations to preservation, identifying precisely what can be preserved and what cannot. Our answer comes from the philosophical theory of knowledge, especially its discussion about the limits of what can be communicated. Philosophers have taught that answers to critical questions have been obscured by "failure to understand the logic of our language". We can clarify difficulties by paying extremely close attention to the meaning of words such as 'knowledge', 'information', 'the original', and 'dynamic'. What is valuable in transmitted and stored messages, and what should be preserved, is an abstraction, the pattern inherent in each transmitted and stored digital record. This answer has, in fact, been lurking just below the surface of archival literature. To make progress, archivists must collaborate with software engineers. Understanding perspectives across disciplinary boundaries will be needed.

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

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    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    What do Europeans do at Work? A Task-Based Analysis: European Jobs Monitor 2016

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    [Excerpt] Europe continues its recovery from the economic slump caused by the global financial crisis in 2008, exacerbated by the euro zone single currency crisis in 2010–2011. In 2014–2015, aggregate employment levels rose faster than at any time since 2008 and over four million new jobs were created in the 28 EU Member States. The fifth annual European Jobs Monitor report looks at employment shifts at Member State and aggregate EU level from the second quarter of 2011 to the second quarter of 2015. Part 1 presents the jobs-based approach, used to describe employment shifts quantitatively (how many jobs were created or destroyed) and qualitatively (what kinds of jobs). This approach relies on breaking employment down into detailed ‘job’ cells, with a job defined as ‘a specific occupation in a specific sector’, for example, a health professional in the health sector, or a skilled craft/tradesman in car manufacturing. A particular focus is placed on the time profile of recent shifts in employment structure. Ranking the jobs according to their wage and educational levels – or a broader multidimensional index of job quality – adds a qualitative dimension to the analysis. In this year’s report, a further level of detail is provided by measuring the intensity involved in carrying out different categories of task: physical, intellectual and social in terms of the job’s content, methods and work organisation, as well as the tools used (such as information and communication technologies (ICT) and machinery). Parts 2 and 3 of the report introduce a new set of indicators on the task content, methods and tools used at work. Derived from international databases on work and occupations, these indicators enable the analysis to go beyond characterising jobs by quality alone – to give a detailed account of what Europeans do at work and how they do it. The indicators provide valuable new insights on the structural differences and recent evolution of European labour markets, as well as a better understanding of labour input in the production process and the changing nature of the skills required. The jobs-based approach has been used since the 1990s to assess the extent to which employment structures in developed economies are polarising, leading to a shrinking middle quintile, or upgrading as the demand for, and supply of, highly qualified workers increases. These are the two main patterns identified in recent analysis of developed economy labour markets, although more recent analysis in the US – corroborated by some evidence in this report – suggests that a downgrading of the employment structure (relatively faster growth at the lower end of the wage distribution) is also emerging as an alternative pattern
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