3 research outputs found
Identifying Opportunities for Inclusive Language in Research Data Management Support in Academic Libraries
This presentation was given at Empirical Librarians on February 27th in Knoxville, TN, a conference providing a space to share research and ideas on how librarians can support their campus community members who are conducting empirical research. The presentation outlines original, ongoing research on using inclusive language in research data management education. <br
“The music never stopped”: Naming Businesses as a Method for Remembering the Grateful Dead
Memorialization on the cultural landscape is a common method of
celebrating the legacy of an event or person significant to the history
of geographical location. The Grateful Dead is a band that continues to
define the ideals of the late-1960s San Francisco Sound through their
music’s creative freedom and inclination toward experimentation.
Although the original lineup of the Grateful Dead is no longer intact,
the spirit of the music they created and their psychedelic appeal has
been preserved on the cultural landscape. Despite differing reasons for
naming their business after the band, hundreds of business owners in the
United States have collectively preserved the Grateful Dead’s presence
on the cultural landscape. In this paper we explore the distribution of
businesses in the United States with Grateful Dead-related names, and
how the presence of these business names enriches the cultural landscape
with the memory of the band’s music as a product of the iconic San
Francisco Sound.Note: this is the author-accepted version/preprint for the published version in the Journal of Cultural Geography, with the DOI linked in this record. </div
Publishing Reality: Developing a Publishing Model For Augmented Reality, Virtual Reality, and Their Related Pedagogical Materials
How does one publish something that is intended to be a completely immersive and interactive experience such as those designed for Virtual Reality (VR)? How does one convey the subjective experiences of emulated real-world environments? That is the challenge of defining a publishing service model for documenting the experiences of AR and VR. In 2019 representatives from the Carnegie Mellon University digital Sciences, Humanities, Arts, Research and Publishing group (dSHARP) collaborated with faculty from CMU’s English Department to publish materials related to Shakespeare-VR, https://dh-web.hss.cmu.edu/shakespeare_vr/. The Shakespeare-VR project uses virtual reality technologies to bring students face-to-face with professional actors performing Shakespearean soliloquies in a replica of Shakespeare’s Blackfriars Playhouse. Beyond Publishing the VR experiences, dSHARP examined the complexity of publishing the accompanying OER-based pedagogical materials produced by Shakespeare-VR. As dSHARP has continued working with colleagues from CMU's Department of English, a need arose to develop an AR/VR Portal where researchers and scholars designing AR and VR experiences with accompanying pedagogical materials could publish and share their scholarship. This presentation will discuss the new initiative at CMU to produce and publish materials related to the experiences of AR and VR through using our institutional repository, KiltHub and its connection to the primary web presence of the Shakespeare-VR Project. This presentation will discuss the background and complexities of working with and documenting AR and VR, and how the challenges of working with AR and VR could be addressed at scale. This presentation will also explore how future library publishers can assist in adding context to the publishing of AR and VR materials, and how these could be incorporated into future OER-based pedagogical materials to teach the design, construction, and use of AR and VR. This presentation was given as part of the 2020 Library Publishing Coalition's Annual Forum. It was delivered remotely in response to the 2020 COVID-19 pandemic. </div