17 research outputs found

    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

    Rapid evidence assessment on online misinformation and media literacy: final report for Ofcom

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    This report summarises the results of the Rapid Evidence Assessment (REA) on Online Misinformation and Media Literacy (REA), conducted from November 2020 to April 2021 and commissioned by Ofcom. The review is focused on studies that measure the effectiveness of interventions designed to tackle misinformation, both within the media literacy curriculum and in relation to technological interventions that draw on literacy principles (such as critical thinking, information evaluation and active engagement), even if they are not conducted in an educational setting. The results showed that robust evaluation of media literacy curriculum interventions is not very common. More evaluation has been done on the effectiveness of non-curricular interventions. Nonetheless, findings from both types of research provide important insights into how evidence-based, targeted approaches to dealing with misinformation by improving media literacy might be further developed, building on existing policy and industry initiatives and fostering audience empowerment and agency

    The effect of computerisation on the quality of care in Australian general practice

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    This thesis describes a study of the utilisation of computers by individual general practitioners (GPs) in Australia, and compares the practice behaviour of GPs who use a computer as a clinical tool, either by prescribing, ordering tests, or storing patient data in an electronic medical record format, with those who do not use a computer for these functions. A survey of individual GP’s use of computers was conducted among 1,336 GPs who participated in the Bettering the Evaluation and Care of Health (BEACH) program between October 2003 and March 2005. The GPs were then assigned to groups according to their clinical use (or not) of a computer, and were compared on a range of variables including the characteristics of the GPs themselves, their practices, their patients, the morbidity they managed for their patients, and the managements they provided. Their behaviour was also compared, using a set of quality indicators designed for use with the BEACH data, and applicable in a primary care setting, to determine whether the clinical use of a computer has an affect on the quality of care GPs provide to their patients. Finally, GPs who use clinical software with embedded pharmaceutical advertising were compared with GPs not exposed to advertisements via this media, to determine whether such advertising influences the prescribing behaviour of GPs to favour advertised brands. From 44 quality indicators examined, clinical computer users performed ‘better’ on four and ‘worse’ on four. For the remaining 36 they exhibited no difference. Exposure to pharmaceutical advertising embedded in clinical software did not influence the prescribing behaviour of the GPs so exposed. Despite the belief espoused in the literature that computer use will improve the quality of patient care, I have found no evidence to demonstrate that the use of a computer for clinical activity has (as yet) affected, either positively or negatively, the quality of care GPs provide to their patients. The current push to computerise general practice will mean that this method of assessment will be difficult to replicate in the future, given the absence of control groups. Other research methods will need to be developed

    Fragile, please handle with care:Understanding and supporting professionals' response to suspicions of child abuse and neglect

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    This research project focuses on: * Child healthcare professionals'​ adherence to national guidelines on child abuse and neglect and reasons for (non)adherence. * Child healthcare professional's adherence to consultation of an in-house expert on child abuse and neglect. * Professionals' preferences and experiences with regard to requesting information from other child-serving agencies in case of suspected child maltreatment. * The development and evaluation of a digital tool to support professionals responding according to the guidelines on child abuse and neglect in preventive child health care.

    The value of community pharmacy incident reporting in optimising the safety and quality use of medicines

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    Medication safety has emerged as a healthcare priority with the launch of the World Health Organization’s third global patient safety challenge. Understanding the complex interplay between human and system factors that potentiate medication incidents can illuminate improvement opportunities in organisational safeguards and safe medication practices. This thesis aimed to develop, implement, and evaluate systematic incident reporting system (IRS) to identify, characterise and address risks to medication safety and quality use of medicines (QUM) in primary care. The study was conducted in 30-community pharmacies in Sydney, Australia, through a confidential and anonymous IRS called QUMwatch. The study used the Advanced Incident Management System (AIMS) taxonomy, which is a hierarchical classification system based on error theory. Analysis of 1,013 incident reports collected over 30 months, identified medication incidents (MIs) that affected patients over 65 years old, the prescribing stage, and medicines acting on the cardiovascular and nervous systems. Human, task, and organisational factors contributed to MIs, particularly healthcare providers' cognitive errors, communication problems, poor risk management, and safety culture. Factors that facilitated error recovery included individual attributes, appropriate intervention, effective communication, and the use of standardised protocols. Remedial actions included changes in care plans, dosages, reviews of medicines, and medicine cessation. The study evaluated the QUMwatch program's tools and methods using a mixed-methods approach and found that 16 out of 20 variables on the data collection form had over 90% complete data, and data consistency was high. Anonymity was the preferred method of reporting. The stimulatory package significantly raised the reporting rate from a baseline average of 32.4 to 77.3 reports/month (p < .001). The AIMS taxonomy for MIs had substantial validity for high-order medication processes for the Australian community pharmacy context. The study demonstrated the feasibility of a well-designed IRS in community pharmacy to identify MIs and to generate safety lessons and recommendations

    Information and Communication Technologies in Tourism 2022

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    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Esport from a sociological perspective. Reflections on the social dimension of electronic competitive gaming

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    Competitive computer and video gaming, commonly known as esport, has evolved from a subculture to a mainstream phenomenon in the last three decades. Due to various parallels with traditional sports in terms of professionalization, sportsmanship, marketing, or media coverage, esport is often referred to as a sport. At the same time, esport is characterized by a new form of movement culture in sports, where virtual and real worlds overlap. This dissertation examines the social dimensions of esport and competitive gaming from a sports sociological perspective to investigate the impact esport has on society. It sheds light on the academic discourse surrounding esport and explores theoretical and practical implications for sport and society. The digitalization and technological advancements have significantly influenced the development of esport, leading to its discussion as part of popular media and sports culture. Despite some counterarguments regarding the legitimacy of esport as a sport, it has evolved into a thriving ecosystem and a multi-million-dollar industry with many links to the traditional sport system. However, a key difference between esport and traditional sports is that esport takes place in both the digital and real world, while traditional sports are exclusively practiced in physical spaces. Players immerse themselves in the virtual world of gaming and are physically and mentally connected to it. This poses unique demands on players compared to other sporting activities. In esport, players engage in real competitions, are aware of their physical and mental performance, and utilize the interplay between the digital and real worlds to surpass their opponents. In this context, the role of the body in esport is an emerging research topic and differs from the extensive exploration of the body in traditional sports. Due to the disruptive nature of esport in the realm of traditional sports, this dissertation focuses on one of the fundamental questions of sports sociology: the impact of sport, in this case esport, on society. To do so, different social dimensions of esport are investigated by answering the following research questions: • What societal impact does esport have? • What role does the body play in esport and competitive gaming? • What effect does the shifting focus from physical to digital corporeality have on players' behavior and the ecosystem? After initially providing an overview of relevant definitions, the origins, and the current state of research on esport, the thesis then explains the theoretical background concerning the role of digitalization in sports, the relevance of immersion, and the interface between the virtual and real worlds in esport and competitive gaming. Subsequently, two scoping reviews and a conceptual paper address the research questions, which are discussed and summarized in the final part, thus providing the basis for new research on the societal impact as well as other social dimensions of esport

    Information and Communication Technologies in Tourism 2022

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    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Infrastructuring for cultural commons

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    In this doctoral dissertation, I inquire into the ways in which Participatory Design (PD) and digital design endeavors can contribute to wider public access to, and use of, digital cultural heritage. I advocate for an approach according to which digital cultural heritage is arranged and understood as cultural commons, and for more collaborative modes of social care for and governance of the commons. In addition to the empirically grounded findings and proposals contained in six individual research articles, I develop a theoretical framework that combines scholarship on Information Infrastructures, Commons and PD. Against this framework I interrogate how the information infrastructures and conditions that surround digital cultural heritage can be active in constructing and contributing to cultural commons. While doing this, I draw attention to the gap that exists between on the one hand official institutional digital cultural heritage collections, systems and practices, and on the other hand the digital platforms and practices through which everyday people create, curate and share digital cultural works. In order to understand how to critically and productively bridge this gap, I present insights gained from conducting three design research cases that engage both cultural heritage institutions and everyday media users. Building upon this empirical work, and latching on to scholarship on the notion of infrastructuring, I propose four infrastructuring strategies for cultural commons: probing and building upon the installed base, stimulating and simulating design and use through gateways, producing and pooling shared resources, and, lastly, fostering and shaping a commons culture that supports commoning. In exploring these strategies, I map the territory between commons and infrastructuring, and connect these notions to the PD tradition. I do so to sketch the design principles for a design orientation, commons design. I assert that these principles can be useful for advancing PD, and can inform future initiatives, aid in identifying infrastructural challenges, and in finding and confirming an orientation to participatory design activities. Drawing on my practical design work, I discuss requirements for professional designers operating on commons frameworks and with collective action. By doing this, my dissertation not only breaks new theoretical ground through advancing theoretical considerations relevant to contemporary design research, especially the field of PD, but also contributes practical implications useful for professional digital media design practice, especially for designers working in the fields of digital culture and cultural heritage
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