1. The document provides an overview of digital ethnography and discusses some of its key figures and approaches. It describes early ethnographic work by anthropologists like Malinowski, Mead, and Chagnon studying traditional communities offline.
2. It then discusses the shift to studying online communities and approaches like multi-sited ethnography. Examples mentioned include ethnographic studies of World of Warcraft and the Wreck-a-Movie filmmaking community.
3. The document outlines some of the tools and methods used for digital ethnography, both traditional ethnographic techniques adapted for online contexts as well as new tools that analyze digital traces, networks, and multimedia
This document summarizes a presentation about Web 2.0 and Library 2.0. It discusses how Web 2.0 technologies allow for faster and more interactive experiences with user-generated content. Library 2.0 aims to actively involve users and deliver services directly to them without walls. Examples are given of libraries experimenting with new technologies like blogs, wikis, games and virtual worlds to engage users in new ways.
Social Media for the Scared October 2013 (CofE)Bex Lewis
Social media can be an effective way for churches to connect with people, as the online world has become a front door for many. Some key platforms discussed are Twitter, Facebook, blogs and their various uses. However, there are also risks to consider around issues like authenticity, privacy and distraction. Effective social media use involves understanding the audience and goals, having a strategy, and focusing on conversation and building relationships over mere publishing. While new technologies often raise fears, Christians are called to engage respectfully and incarnationally online as in other areas of life.
The document summarizes how qualitative research methods have moved online over time, from early text-based online focus groups and forums to now utilizing video, mobile technologies, and social media. Key developments include the rise of online video focus groups and multimedia platforms that combine text, video and images; the growth of mobile research via text messaging and smartphones; and the emergence of online communities for market research that utilize social networking platforms and gamification techniques.
The document discusses the concepts of Library 2.0 and how libraries are adopting Web 2.0 technologies and principles to become more user-centered. It provides examples of libraries that have experimented with new services and features on their websites, such as allowing user ratings and comments, integrating with social networking sites, and providing new ways for users to search and browse the catalog. The examples show libraries embracing change, taking risks with new technologies, and meeting users in online spaces to remain relevant in the digital age.
This document provides contact information for Gail Braddock including her email address and links to her Wikispaces page and blog. It also includes a link to a form and encourages bookmarking that link. Several additional links are provided relating to personal learning networks including links to YouTube, Flickr and other social media and bookmarking sites. Overall, the document seems aimed at sharing resources for creating and using a personal learning network.
This document is a collection of essays by Cory Doctorow on technology, creativity, copyright, and the future. It includes an introduction by John Perry Barlow discussing how information is a relationship rather than a commodity. The collection contains 27 essays covering various topics related to digital rights management, copyright, creativity, and the information economy. Doctorow is making the collection available for free online and provides options for supporting him through donations or purchases if desired.
This document summarizes a presentation about Web 2.0 and Library 2.0. It discusses how Web 2.0 technologies allow for faster and more interactive experiences with user-generated content. Library 2.0 aims to actively involve users and deliver services directly to them without walls. Examples are given of libraries experimenting with new technologies like blogs, wikis, games and virtual worlds to engage users in new ways.
Social Media for the Scared October 2013 (CofE)Bex Lewis
Social media can be an effective way for churches to connect with people, as the online world has become a front door for many. Some key platforms discussed are Twitter, Facebook, blogs and their various uses. However, there are also risks to consider around issues like authenticity, privacy and distraction. Effective social media use involves understanding the audience and goals, having a strategy, and focusing on conversation and building relationships over mere publishing. While new technologies often raise fears, Christians are called to engage respectfully and incarnationally online as in other areas of life.
The document summarizes how qualitative research methods have moved online over time, from early text-based online focus groups and forums to now utilizing video, mobile technologies, and social media. Key developments include the rise of online video focus groups and multimedia platforms that combine text, video and images; the growth of mobile research via text messaging and smartphones; and the emergence of online communities for market research that utilize social networking platforms and gamification techniques.
The document discusses the concepts of Library 2.0 and how libraries are adopting Web 2.0 technologies and principles to become more user-centered. It provides examples of libraries that have experimented with new services and features on their websites, such as allowing user ratings and comments, integrating with social networking sites, and providing new ways for users to search and browse the catalog. The examples show libraries embracing change, taking risks with new technologies, and meeting users in online spaces to remain relevant in the digital age.
This document provides contact information for Gail Braddock including her email address and links to her Wikispaces page and blog. It also includes a link to a form and encourages bookmarking that link. Several additional links are provided relating to personal learning networks including links to YouTube, Flickr and other social media and bookmarking sites. Overall, the document seems aimed at sharing resources for creating and using a personal learning network.
This document is a collection of essays by Cory Doctorow on technology, creativity, copyright, and the future. It includes an introduction by John Perry Barlow discussing how information is a relationship rather than a commodity. The collection contains 27 essays covering various topics related to digital rights management, copyright, creativity, and the information economy. Doctorow is making the collection available for free online and provides options for supporting him through donations or purchases if desired.
"Managing your Digital Footprint : Taking control of the metadata and tracks and traces that define us online" invited presentation for CIG Scotland's 7th Metadata & Web 2.0 Seminar: "Somewhere over the Rainbow: our metadata online, past, present & future", which took place at the National Library of Scotland, 5th April 2017.
Managing your Digital Footprint : Taking control of the metadata and tracks a...CIGScotland
Find out how personal metadata, social media posts, and online activity make up an individual's "Digital Footprint", why they matter, and hear some advice on how to better manage digital tracks and traces. Nicola Osborne will draw on recent University of Edinburgh research on students' digital footprints, which is also the subject of the new #DFMOOC free online.
Presented at the CIG Scotland seminar 'Somewhere over the Rainbow: our metadata online, past, present & future' (Metadata & Web 2.0 Series) at the National Library of Scotland, Edinburgh, 5th April 2017
Social networking refers to online services that allow individuals to connect with friends and colleagues by sharing content, comments, and other media. In 2008, 58% of adults were unfamiliar with social networking, but by 2010 a majority were using social media platforms. Popular social networking sites include Facebook, Flickr, Google+, Instagram, Pinterest, and YouTube. Social networking services can be profile-based, content-based, white-label, virtual environments, mobile-based, or focused on microblogging and presence updates like Twitter. Reasons to be familiar with social media platforms include understanding how students interact online and teaching safe online practices.
"Thrilling Wonder Stories of Cyberculture", NEH 2010Bryan Alexander
This document summarizes the discussions from a meeting of project directors who received Digital Humanities Start-Up Grants from the National Endowment for the Humanities in 2010. It outlines emerging trends in digital scholarship including openness, storytelling, mystery, and critical literacies. Specific practices like blogging syllabi and student papers are mentioned. Emerging technologies discussed include augmented reality, ubiquitous computing, and "spimes" (physical objects augmented by digital information). The changing information landscape is also addressed, with the internet surpassing other mediums as a source for election news.
Wikipedia can be an excellent springboard for learning some profound lessons. We’ll look at practical ways to use it with students (grade 7 and up) to: a) develop solid research skills, b) think critically about the nature of authority and evidence, and c) produce persuasive written and oral arguments.
The document discusses how museums can embrace digital participation and change through involving online communities. It describes how the Smithsonian Institution is using mobile platforms and crowdsourcing to engage global collaborators in its work. Examples are given of Smithsonian projects that have recruited volunteers to enhance collections through tasks like transcribing historical documents and identifying fish specimens. The benefits of this community-sourcing approach are that it can fulfill museums' missions of expanding access to collections more than a traditional product-focused crowdsourcing model.
Authority and the arts of information literacy, abridged 2Nathan Rinne
An older presentation on information literacy. Quite different from the direction the new Information Literacy Framework went. Some decent and thought-provoking content I think, based on ideas from the philosopher Michael Polanyi.
The document provides tips and commentary on "How To Be Black" online. It discusses statistics showing differences in internet usage and top websites between black and white users. It references popular black culture topics on social media like "Black Twitter" and provides examples of jokes and memes. It promotes an upcoming book and conference on being black in technology and media.
This document summarizes a meeting about connecting people on the social web using open standards. It discusses the history of semantic web projects like FOAF and RDF that aim to make web documents machine-readable and link people and information. It also addresses disagreements between groups working on these issues and emphasizes finding common ground through collaboration and focusing on shared goals of a more decentralized and interconnected web.
The document discusses various online resources that can be used to enhance classroom work, including virtual learning environments, wikis, social networking sites, social bookmarking, book shelving sites, blogs, timelines, quizzes, microblogging, and social networks. It provides examples of different tools and how they can help cater to diverse learning styles, encourage participation, expand learning beyond the classroom, and develop skills for further education and employment. The document advocates for educators to start using these tools in the classroom but not be afraid, build professional learning networks, start small, ask for help, focus on pedagogy over technology, and involve learners.
The document discusses using play and games as a pedagogical approach to teaching information literacy (IL). It argues that IL is socially constructed, so using playful learning allows for socially constructed meaning to emerge. The document outlines several characteristics of play, such as it being voluntary and done for its own sake. It also notes that play can be social and interactive. In conclusion, the document states that playful learning suits socially constructed learning in IL education, if educators give students permission to play.
The document discusses how young adults are highly engaged with social media but may not fully understand the permanence and implications of what they share online. It notes that 55% of 18-34 year olds have social media profiles, but many don't use privacy controls. The Digital Tattoo project aims to raise awareness about managing digital information and privacy through an interactive online tutorial for students, educators, and professionals. The tutorial covers topics like privacy settings, copyright, and professional networking online.
Cyber safety and appropriate use of social media sites are important topics to educate students, parents, and teachers about. Popular sites like MySpace and Facebook allow users to create profiles, share photos and media, and connect with friends but also present risks like oversharing private information, cyberbullying, and interacting with unknown individuals. It is important for young people to be aware of how much their personal information can be accessed publicly online and to represent themselves safely when using social networking sites.
The Language of ICT (or How ICT has changed language.)Michael Coghlan
This document discusses how information and communication technologies (ICT) have impacted language and communication. It provides numerous examples of new terminology that has emerged from technologies, including acronyms, abbreviations used in texting, and verbs that describe online activities. It also discusses how ICT has led to the development of multimodal literacies and new forms of communication like social networking and user-generated content tagging. Overall, the document illustrates how digital technologies have greatly expanded vocabulary and transformed ways of communicating and sharing information.
Raising STEM Awareness Among
Under-Served and Under-Represented Audiences
by Danielle N. Lee, Ph.D.
2014 AAAS Meeting
Science Communication Sessions on Thursday, February 13, 2014
Apart of the panel on Engaging with social Media
Virtual Worlds in Education & LibrariesValerie Hill
The document discusses several virtual worlds that are used for education and social networking, including Habbo Hotel, Webkinz, Gaia Online, and Ty Girlz. It then provides more details on Second Life, describing how it allows users to create customizable avatars and virtual objects. The document outlines how libraries like the American Library Association and Alliance Virtual Library use Second Life for reference services, exhibits, book discussions, and global collaboration. It proposes Second Life provides opportunities for virtual classrooms, conferences, immersive learning environments, and research symposiums.
This document provides information on several classic anthropological studies involving in-person fieldwork, as well as topics related to conducting ethnographic research online. It discusses Bronislaw Malinowski's work with Trobriand Islanders, Margaret Mead's Coming of Age in Samoa, and Napoleon Chagnon's studies of the Yanomamo people. The document also addresses conducting ethnographic research on social media, combining online and historical research methods, framing technology from actors' perspectives, setting research parameters to avoid information overload, recording and referencing online sources, and addressing ethical issues around informed consent and anonymity when studying online communities.
"Managing your Digital Footprint : Taking control of the metadata and tracks and traces that define us online" invited presentation for CIG Scotland's 7th Metadata & Web 2.0 Seminar: "Somewhere over the Rainbow: our metadata online, past, present & future", which took place at the National Library of Scotland, 5th April 2017.
Managing your Digital Footprint : Taking control of the metadata and tracks a...CIGScotland
Find out how personal metadata, social media posts, and online activity make up an individual's "Digital Footprint", why they matter, and hear some advice on how to better manage digital tracks and traces. Nicola Osborne will draw on recent University of Edinburgh research on students' digital footprints, which is also the subject of the new #DFMOOC free online.
Presented at the CIG Scotland seminar 'Somewhere over the Rainbow: our metadata online, past, present & future' (Metadata & Web 2.0 Series) at the National Library of Scotland, Edinburgh, 5th April 2017
Social networking refers to online services that allow individuals to connect with friends and colleagues by sharing content, comments, and other media. In 2008, 58% of adults were unfamiliar with social networking, but by 2010 a majority were using social media platforms. Popular social networking sites include Facebook, Flickr, Google+, Instagram, Pinterest, and YouTube. Social networking services can be profile-based, content-based, white-label, virtual environments, mobile-based, or focused on microblogging and presence updates like Twitter. Reasons to be familiar with social media platforms include understanding how students interact online and teaching safe online practices.
"Thrilling Wonder Stories of Cyberculture", NEH 2010Bryan Alexander
This document summarizes the discussions from a meeting of project directors who received Digital Humanities Start-Up Grants from the National Endowment for the Humanities in 2010. It outlines emerging trends in digital scholarship including openness, storytelling, mystery, and critical literacies. Specific practices like blogging syllabi and student papers are mentioned. Emerging technologies discussed include augmented reality, ubiquitous computing, and "spimes" (physical objects augmented by digital information). The changing information landscape is also addressed, with the internet surpassing other mediums as a source for election news.
Wikipedia can be an excellent springboard for learning some profound lessons. We’ll look at practical ways to use it with students (grade 7 and up) to: a) develop solid research skills, b) think critically about the nature of authority and evidence, and c) produce persuasive written and oral arguments.
The document discusses how museums can embrace digital participation and change through involving online communities. It describes how the Smithsonian Institution is using mobile platforms and crowdsourcing to engage global collaborators in its work. Examples are given of Smithsonian projects that have recruited volunteers to enhance collections through tasks like transcribing historical documents and identifying fish specimens. The benefits of this community-sourcing approach are that it can fulfill museums' missions of expanding access to collections more than a traditional product-focused crowdsourcing model.
Authority and the arts of information literacy, abridged 2Nathan Rinne
An older presentation on information literacy. Quite different from the direction the new Information Literacy Framework went. Some decent and thought-provoking content I think, based on ideas from the philosopher Michael Polanyi.
The document provides tips and commentary on "How To Be Black" online. It discusses statistics showing differences in internet usage and top websites between black and white users. It references popular black culture topics on social media like "Black Twitter" and provides examples of jokes and memes. It promotes an upcoming book and conference on being black in technology and media.
This document summarizes a meeting about connecting people on the social web using open standards. It discusses the history of semantic web projects like FOAF and RDF that aim to make web documents machine-readable and link people and information. It also addresses disagreements between groups working on these issues and emphasizes finding common ground through collaboration and focusing on shared goals of a more decentralized and interconnected web.
The document discusses various online resources that can be used to enhance classroom work, including virtual learning environments, wikis, social networking sites, social bookmarking, book shelving sites, blogs, timelines, quizzes, microblogging, and social networks. It provides examples of different tools and how they can help cater to diverse learning styles, encourage participation, expand learning beyond the classroom, and develop skills for further education and employment. The document advocates for educators to start using these tools in the classroom but not be afraid, build professional learning networks, start small, ask for help, focus on pedagogy over technology, and involve learners.
The document discusses using play and games as a pedagogical approach to teaching information literacy (IL). It argues that IL is socially constructed, so using playful learning allows for socially constructed meaning to emerge. The document outlines several characteristics of play, such as it being voluntary and done for its own sake. It also notes that play can be social and interactive. In conclusion, the document states that playful learning suits socially constructed learning in IL education, if educators give students permission to play.
The document discusses how young adults are highly engaged with social media but may not fully understand the permanence and implications of what they share online. It notes that 55% of 18-34 year olds have social media profiles, but many don't use privacy controls. The Digital Tattoo project aims to raise awareness about managing digital information and privacy through an interactive online tutorial for students, educators, and professionals. The tutorial covers topics like privacy settings, copyright, and professional networking online.
Cyber safety and appropriate use of social media sites are important topics to educate students, parents, and teachers about. Popular sites like MySpace and Facebook allow users to create profiles, share photos and media, and connect with friends but also present risks like oversharing private information, cyberbullying, and interacting with unknown individuals. It is important for young people to be aware of how much their personal information can be accessed publicly online and to represent themselves safely when using social networking sites.
The Language of ICT (or How ICT has changed language.)Michael Coghlan
This document discusses how information and communication technologies (ICT) have impacted language and communication. It provides numerous examples of new terminology that has emerged from technologies, including acronyms, abbreviations used in texting, and verbs that describe online activities. It also discusses how ICT has led to the development of multimodal literacies and new forms of communication like social networking and user-generated content tagging. Overall, the document illustrates how digital technologies have greatly expanded vocabulary and transformed ways of communicating and sharing information.
Raising STEM Awareness Among
Under-Served and Under-Represented Audiences
by Danielle N. Lee, Ph.D.
2014 AAAS Meeting
Science Communication Sessions on Thursday, February 13, 2014
Apart of the panel on Engaging with social Media
Virtual Worlds in Education & LibrariesValerie Hill
The document discusses several virtual worlds that are used for education and social networking, including Habbo Hotel, Webkinz, Gaia Online, and Ty Girlz. It then provides more details on Second Life, describing how it allows users to create customizable avatars and virtual objects. The document outlines how libraries like the American Library Association and Alliance Virtual Library use Second Life for reference services, exhibits, book discussions, and global collaboration. It proposes Second Life provides opportunities for virtual classrooms, conferences, immersive learning environments, and research symposiums.
This document provides information on several classic anthropological studies involving in-person fieldwork, as well as topics related to conducting ethnographic research online. It discusses Bronislaw Malinowski's work with Trobriand Islanders, Margaret Mead's Coming of Age in Samoa, and Napoleon Chagnon's studies of the Yanomamo people. The document also addresses conducting ethnographic research on social media, combining online and historical research methods, framing technology from actors' perspectives, setting research parameters to avoid information overload, recording and referencing online sources, and addressing ethical issues around informed consent and anonymity when studying online communities.
The Future of Social Networks on the Internet: The Need for SemanticsJohn Breslin
The document discusses the future of social networks on the internet and the need for semantics. It notes that current social media sites operate as isolated data silos and proposes connecting these islands by allowing users to easily move between sites and bring their data. The document outlines issues with existing social networking services and proposes leveraging semantics through standards like FOAF and SIOC to enable interoperability across sites.
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
A presentation on how museums, libraries and archives (memory organizations) deliver public history using Interactive Communications Technologies in a world of always connected Internet users.
Bex lecture 5 - digitisation and the museumBex Lewis
Lecture given on Thursday 6th May to first years on History module "Creating and Consuming History", encouraging them to think about the possibilities of digitisation in museums (the heritage sector/historical research), and the benefits and otherwise of some of the tools currently available.
Social media refers to online tools that allow people to communicate, share content, and engage in online social networking. These tools include blogs, social networking sites, photo sharing sites, and more. Social networking sites allow users to create profiles and connect with others. While new technologies have often faced skepticism, social media has changed how people interact and get information online through sharing, commenting, and collaborating. It remains to be seen how social media will continue to impact society.
People Like You Like Presentations Like ThisDavid Millard
My EUROCALL 2017 keynote. On how Web Science can help us understand how we got the Web we have.
Abstract: The web has its roots in utopian visions of how technology could benefit humankind. Social media systems were part of this vision, using personalisation technologies to adapt the web you see to better suite your interests. But in the last decade we have seen an increasing number of problems, from anti-social behaviour to fake news, and concerns are being raised about the dangers of personal data collection, from mass surveillance to political propaganda. This talk will present the discipline of Web Science which asks how we got the Web we have, and aims to understand the dynamics of human interaction online, so that we can develop software and policies that help rather than harm. I argue that this is needed now more than ever, as future technology promises to be just as disruptive to our culture and society as the Web, and it is only by understanding these interactions, and acknowledging their consequences, that we can build technology that changes the world in ways that we actually want.
Rose Sherman from the Minnesota Historical Society presented on opportunities for connecting history online. She discussed digitizing collections and making them accessible online through research databases and stories told via websites and podcasts. Sherman also covered engaging users through crowdsourcing content like user-generated stories, videos, comments and mashups. Emerging technologies like location-aware mobile devices and virtual worlds provide new ways to experience history. Collaborative efforts allow users to participate in history through activities like annotating documents and editing wikis.
The document discusses three models for mobile learning (mLearning) in museums: learning on demand, learning from crowds and communities, and peer-to-peer learning. It notes that mobile devices allow new opportunities for connecting, collaborating and learning beyond traditional audio tours. The document advocates developing a distributed museum network and integrating mobile strategies into all aspects of an institution's work, such as crowdsourcing collections data and enabling user contributions.
The document discusses the emergence of storytelling using Web 2.0 technologies. It provides examples of how blogs, wikis, social media, photos and videos are being used to tell stories in serialized, collaborative and interactive ways. The document also considers pedagogical uses and the future of "Web 2.0 storytelling," as new forms continue to develop that combine different media into immersive narratives.
This document discusses the context and structure of cultural heritage knowledge shared on social media and Wikipedia. It analyzes how "Roman archaeology" information was shared in 2011 versus 2014, noting increased tracking online. It performs network and centrality analyses of the Wikipedia page structure, finding categories and quality pages often ranked highly. It argues academics should surface high-quality work on Wikipedia to shape understanding, become key sources, and advocate for valid information on problematic pages. Shouting into social media preaches mainly to the choir; focusing contributions on Wikipedia could have more impact on shaping wider cultural heritage knowledge.
1. The document discusses using virtual environments to teach history through interaction. It suggests examining games to understand why they are engaging, as games can provide interactive learning environments.
2. However, the author notes that while games are good at engagement, they often lack cultural significance present in history. The author provides some examples of both good and bad uses of games for history.
3. There are several problems discussed, such as a lack of incorporating inhabitants' points of view, incomplete usage of historical principles, and difficulties representing rituals and sensory aspects of history through current technology. The author suggests some potential solutions, such as role-playing as historical figures or modifying cities/events based on historical theories.
The Social Semantic Web: An IntroductionJohn Breslin
The document discusses leveraging semantics on social networks to address issues with existing disconnected social media sites. It describes how using common semantic formats like FOAF, SIOC and XFN/hCard to describe users, content and connections could allow interoperability between sites and alleviate problems like having separate profiles on different networks. Social networks could also serve as data sources for semantic applications if they describe objects and relationships in standardized ways.
This document summarizes Matthew Zook's presentation on making sense of geosocial media. It discusses questions around how geosocial media data connects to physical space and how it can reveal activity spaces of cities. It provides examples of visualizing geotagged tweets in Los Angeles and New York to show variations in topic mentions between the two cities. It also discusses challenges around sampling bias in geosocial media data and estimating likely home locations of Twitter users.
The document discusses the field of digital humanities, including its origins in humanities computing and shift to a broader scope. Key topics addressed include understanding digital transformations through projects analyzing usage of digitized resources; employing big data and new methods like GIS; examining the value of humanities; and exploring public engagement through crowdsourcing. Questions are raised about ensuring new digital tools and datasets support traditional humanities research and how digital humanities can contribute to debates around the importance of the humanities discipline.
The document summarizes findings from the 2013 Oxford Internet Survey conducted in Britain. Key findings include:
- Continued rise in internet use overall but also persistent digital divides based on age, income, and education. Younger, wealthier, and more educated people are most likely to use the internet.
- Rapid growth of mobile internet use and people accessing the internet using multiple devices, which defines "Next Generation Users."
- Non-users of the internet and former users have become more homogeneous, with most non-users lacking interest and most former users also lacking interest or no longer having access. However, most non-users can access the internet through proxies like family or friends.
Jonathan bright - collecting social media data with the python programming la...oiisdp
This document summarizes a presentation on collecting social media data using the Python programming language. The presentation introduces computer programming concepts for social scientists and provides practical lab sessions to get hands-on experience collecting Facebook share counts and news content through RSS feeds using Python scripts. The goals are to help social scientists access and analyze large social media datasets and to bridge the divide in skills between quantitative and qualitative researchers.
Ian walden - data protection in cloud computingoiisdp
This document discusses privacy, data protection, and cloud computing. It covers several key topics:
1) Understanding applicable privacy and data protection laws and how they relate to personal data processing in the cloud.
2) Examining the complex relationships between cloud customers, providers, and other entities and determining responsibility under the laws.
3) Analyzing issues of data location, jurisdiction, and the challenges of applying privacy laws in a cloud context where data may be stored and processed worldwide.
This document discusses methods for analyzing global internet censorship. It describes common techniques used by countries to censor content, such as DNS poisoning, IP header filtering, deep packet inspection, and proxy filtering. It acknowledges limitations to existing approaches like crowdsourcing and automated testing. The document also raises legal and ethical concerns regarding experiments to detect censorship, as sites may be blocked for legitimate reasons.
Rebecca eynon learning & interaction in moo csoiisdp
This document summarizes Rebecca Eynon's research on conceptualizing learning and interaction in MOOCs. The research involved developing profiles of different ways learners interact based on forum data from a Coursera MOOC. Mixed methods including social network analysis, content analysis, and interviews were used. Four main learner profiles emerged: committed crowd engagers, strategists, instrumental help seekers, and community builders. The profiles provided insight into how different learners approach participation and learning in MOOCs. The research highlighted the diversity of learners and experiences in MOOCs.
This document discusses the ethics of conducting internet research. It begins with an introduction to ethical frameworks like Kant versus Mill and discusses challenges like ensuring anonymity, informed consent, and avoiding harm when directly interacting with individuals online. It also addresses analyzing interactions in virtual environments and issues around privacy, identity disclosure, and data capture. Big data research ethics are covered, including issues of total knowledge, manipulation, and the difference between academic and commercial contexts. The document emphasizes the importance of sensitivity to context, not overburdening participants, taking responsibility, and writing transparently about ethical decision making in internet research.
This document discusses the concept of transdiegetic information and its importance. Transdiegetic information refers to information that can seamlessly move between being diegetic (part of the narrative world) and nondiegetic (outside the narrative world). As technologies become more interactive and immersive, the distinction between diegetic and nondiegetic information is blurring. This has implications for how we experience and interact with reality, each other, and information itself. Some open questions are around how to design transdiegetic technologies, and what their social and ethical impacts may be.
This document summarizes a study on perceptions of privacy and anonymity in online healthcare discussion boards. Semi-structured interviews were conducted with 41 chronically ill individuals. While most saw forums as public spaces, some were more concerned about privacy. Forum moderators played a key role shaping norms and expectations. Overall, participants described filtering what they shared and extending their audience beyond active forum members. The study highlights the complex and sometimes ambiguous nature of privacy online.
This document outlines the need for a new social theory that accounts for changes with the internet and new media. It discusses shortcomings in current theories and proposes examining everyday information uses, political communication, and comparative and global media changes. Key points include analyzing divides in countries like gender in India and urban/rural in China. It proposes comparing old and new media uses in countries and examining constraints of marketization. A new model is outlined showing how agendas are set between elites, civil society, and individuals with competition for attention. It discusses implications for social change through new media and implications for social theory and norms of an informed citizen.
This document summarizes several research projects related to big data and social science knowledge. It discusses projects that analyzed large social media platforms like Facebook, Twitter, and Wikipedia to study information diffusion and social influences. It also discusses challenges like securing access to commercial data and ensuring replicability of findings. Examples demonstrate how big data can provide novel insights but are limited by the objects studied and incomplete representation of populations. The document discusses debates around the implications of big data for privacy, prediction, exclusion, and manipulation. It argues that knowledge depends on how research technologies advance knowledge within ethical and legal frameworks.
The document discusses formal modeling in the social sciences. It defines a model as a simplified representation of reality that is used to gain theoretical or empirical understanding. Models necessarily abstract away many real-world complexities to focus on core elements and allow tractable analysis. The document gives examples of how formal models can be used to assess logical consistency, represent relationships mathematically, and provide insights into how social systems may respond to changes in variables like demand or supply. Specifically, it uses a supply-demand model to resolve an apparent paradox regarding the relationship between price and production/consumption.
Steph Steinhardt "Big Data, Open Infrastructure and Care: Following the Rise ...oiisdp
OOI SDP July 7, 2014 @ 9am. This presentation describes a year and a half of field work around the Ocean Observatories and my dissertation proposal to be defended in August of 2014.
Steph Steinhardt "Big Data, Open Infrastructure and Care: Following the Rise ...
2014 digital ethography_eric meyer
1. Digital Ethnography
Eric T. Meyer
Senior Research Fellow & Associate Professor
Director of Graduate Studies
eric.meyer@oii.ox.ac.uk
http://www.oii.ox.ac.uk/people/meyer
@etmeyer
Oxford Internet Institute 2014
2. Bronislaw Malinowski with Trobriand Islanders in 1918.
Margaret Mead: Coming of Age in Samoa (1928)
NAPOLEON CHAGNON with the Yanomamo Indians
he studied in the Brazilian Amazon ca 1960s-1990s
Source 1: http://www.theage.com.au/news/Reviews/Malinowski-odyssey-of-an-anthropologist/2005/06/02/1117568312895.html
Source 2: http://chnm.gmu.edu/cyh/primary-sources/329
Source 3: http://www.scientificamerican.com/article.cfm?id=anthropologys-darkest-hou
5. Why do digital ethnography?
George Marcus (1995). “Ethnography in/of the world system:
the emergence of multi-sited ethnography.” Annual Review of
Anthropology 24: 95-117. Available at:
http://www.annualreviews.org/doi/pdf/10.1146/annurev.an.24.
100195.000523
Jenna Burrell (2009). The Field Site as a Network: A Strategy
for Locating Ethnographic Research. Field Methods 21(2):
181-199. Available online:
http://fmx.sagepub.com/content/21/2/181
Media Anthropology Network: http://www.media-
anthropology.net/
7. Ethnography and the Internet
vs.
Ethnography, and the Internet
As part of my doctoral studies, I conducted ethnographic
research last year at a university campus in Kathmandu,
Nepal. In the course of my fieldwork it turned out that the
majority of my research participants were very actively
using Facebook (usually relying on their mobile phones to
access the internet). I hadn't anticipated that this source of
information would play such a big role for my project and
hence want to see whether and how I could use the
information for my analysis.
Doctoral Student, School of Geography and the Environment, Oxford
“
8. Offline community: Turkish Football Fans
McManus, John. (2013). Been There, Done That, Bought the T-shirt: Beşiktaş Fans and the Commodification of
Football in Turkey. International Journal of Middle East Studies 45(01): 3-24.
John McManus
Oxford DPhil Student
Social Anthropology
9. Offline community: Turkish Football Fans
The shift to searching for identity among the
forums and video websites of the internet,
rather than on the terraces of Beşiktaş, is
profoundly altering how fans construct their
allegiance to the fan group and the club. This
process, it will be shown, is not so much
liberating supporters from the requirements of
fandom as it is generating new conventions
and processes to which Çarşı members must
adhere.
McManus, John. (2013). Been There, Done That, Bought the T-shirt: Beşiktaş Fans and the Commodification of
Football in Turkey. International Journal of Middle East Studies 45(01): 3-24.
“
10. Gaining Entrée
Are the problems with overcoming cultural difference
(and understanding a foreign culture) different when
working with online rather than offline ethnography?
Doctoral Student, Department of Politics and International Relations, Oxford
“
11. Online community: World of Warcraft
Innikka Equipped with the Amice of Brilliant Light from the Black Temple
Source: Bonnie Nardi (2010). My Life as a Night Elf Priest: An Anthropological Account of World of
Warcraft. Available for free online: http://dx.doi.org/10.3998/toi.8008655.0001.001
12. Online community: Wreck-a-Movie
Isis Hjorth. (2014). Networked Cultural Production: Filmmaking in the Wreckamovie Community. DPhil Thesis,
Oxford Internet Institute, University of Oxford.
13. Research theme 3
Conversion of capital
• Iron Sky crowdfunding campaigns
Differences in interpretation of practices
direct influence on conversion mechanisms and
dynamics
Iron Sky […] has been
generating headlines and
online buzz for years[…] About
$1 million of the $10 million
budget came through fans'
online donations, or so-
called crowd funding.
[The Hollywood Reporter, 15
February 2012]
Slides courtesy Isis Hjorth
14. Research theme 3
Conversion of capital
The gift economy […] is based on […] a refusal
of the logic of the maximization of economic
profit, i.e. of the spirit of calculation […]. It is
organized with a view to the accumulation of
symbolic capital. (Bourdieu, 1997b, p. 237)
Slides courtesy Isis Hjorth
15. Research theme 3
Conversion of capital
us Wreckies are all one big happy family. If you
see anyone wearing the [Star Wreck/WAM]
logo anywhere, go up to them to chat about
our stuff. Heck, while you’re at it, give ‘em a
hug for good measure.
[Pasi, Iron Sky blog post, 7 September 2007]
Hm, guess those who bought
"war bonds" are not included in
the [end] credits? shame :(
[Iron Sky Facebook fan, 17
January 2013]
Slides courtesy Isis Hjorth
16. Research theme 3
Conversion of capital
300 euro piss right off are the disks gold
plated? No film is worth that no matter
how it was funded or where the cash goes.
[Iron Sky Facebook fan, 29 May 2012]
300?? Is the box made of Pandas =/ ??
[Iron Sky Facebook fan, 29 May 2012]
Come on people! If you are not so called
"collectors", then piss off and go whining
somewhere else! I bet you are not visiting art
galleries either, as collectors? Or are you
bitching there too, how can some painting be
so freaking expensive?
[Iron Sky Facebook fan, 29 May 2012]
Slides courtesy Isis Hjorth
22. Source: Jacob Nielsen (1995). Card Sorting to Discover the Users' Model of the Information Space.
http://www.useit.com/papers/sun/cardsort.html
Card sorts / pile sorts
27. Other tools for ethnography on/of the Internet
• Lurking? (Hine)
• Hyperlink analysis (Webometric Analyst)
• Blog data: coding and deep reading
• Textual analysis
• Coding texts, notes, images, etc (NVivo, ATLAS.ti, MaxQDA, CAT, Dedoose, others)
• Social networks (NodeXL, NameGen)
• Web archives (HTTrack)
• Twitter (TAGS)
• Email archives
• Photo voice / Photo-elicitation interviews
• Quant data (traces of activity like log files?)
• Crowd-sourcing
• Reflexivity – blogging your research (Wordpress / Livejournal)
28. Other tools for ethnography on/of the Internet
• Dropbox to store and backup files
• Photobucket / Flickr
• MindMaps (Compendium, Vue)
• Fraps (capture game video)
• Greenshot or SnagIt or other programs to capture screen (including
scrolling windows)
• Evernote / OneNote / Zotero
• Freeforums
• Recording
– Livescribe pen
– Zoom and Olympus recorders
– iPhone/Android
– Cameras / iPhones / Androids with GPS tagging on
29. Ethical considerations for online ethnography
• Privacy in public, Nissenbaum (1998)
• Sensitivity to actors intentions of 'publicness' e.g. Bassett
and O'Riordan (2002)
• Changing nature of informed consent
• Profiling from multiple datasets
• Different cultural perspectives of values such as privacy
• Legal protections nationally bounded
• Research responsibility for rigour and usefulness
30. Questions of Ethics
How to use information found online & how to participate on the
online community: do you mention that you are a researcher?
Is it ethical to directly quote from the web from people who are
not aware that their words are being used for other purposes?
How do you study anonymous users, or piracy and illegal
activities?
How valid is the information? People can say anything on the
internet – how can researchers know that what they are reading is a
true representation of reality? Can you really ‘trust’ online
sources? What can you do to make sure it is as reliable as
possible?
“
31.
32. Bronislaw Malinowski with Trobriand Islanders in 1918.
Margaret Mead: Coming of Age in Samoa (1928)
NAPOLEON CHAGNON with the Yanomamo Indians
he studied in the Brazilian Amazon ca 1960s-1990s
Source 1: http://www.theage.com.au/news/Reviews/Malinowski-odyssey-of-an-anthropologist/2005/06/02/1117568312895.html
Source 2: http://chnm.gmu.edu/cyh/primary-sources/329
Source 3: http://www.scientificamerican.com/article.cfm?id=anthropologys-darkest-hou
33. Innikka Equipped with the Amice of
Brilliant Light from the Black Temple
Source: Nardi (2010). My Life as a Night
Elf Priest: An Anthropological Account of
World of Warcraft
Isis Hjorth. (2014). Networked Cultural Production: Filmmaking in the Wreckamovie
Community. DPhil Thesis, Oxford Internet Institute, University of Oxford.
Tom Boellstorff/Tom Bukowski
COMING OF AGE IN SECOND LIFE (2008)
Image Source: http://www.spiritofthesenses.org/secondlifesalon.htm
34. Information Ethnographers of interest (list courtesy of David Hakken, Indiana University, available at :
http://www.informatics.indiana.edu/courses/descriptions/I651.doc)
John Anderson, anthropology, Catholic University (Arab informatics)
Steve Barley, management, Stanford (Researching engineers in Silicon Valley)
Genevieve Bell, anthropologist, Intel (Cross-cultural study of technology, especially Asia)
Tom Boellstorff, UC Irvine (Anthropology)
Pablo Boczkowski, MIT (Sloan School of Management)
Gabriella Coleman, anthropology, University of Chicago (Open Source and the Cultural Imaginary)
Andy Crabtree, Sociology, University of Nottingham, UK (organizations, systems development; rapid ethnographic
assessment)
Joe Dumit, anthropology, (Director of STS program, UC-Davis)
Jan English-Lueck, Anthropology, San Jose State (Silicon Valley Project)
Joan Fujimura (Sociology, University of Wisconsin)
Keith Hampton, MIT (Department of Urban Studies and Planning)
Penny Harvey, anthropologist, University of Manchester (UK) (Museum informatics)
Stephen Helmreich, History of Consciousness, MIT (Artificial Life, Bio-informatics)
Adrienne Jenik, UCSD, (Computer and Media Arts)
Lori Kendall, SUNY Purchase (Sociology)
Jean Lave, Education and anthropology, University of California at Berkeley
Gustavo Mesch, University of Haifa (Sociology and Anthropology)
Bonnie Nardi, (Informatics, UC-Irvine)
Carsten Oesterlund, Information Studies, Syracuse University (health informatics)
Wanda Orlikowski, management, MIT (organizational informatics)
Bryan Pfaffenberger, anthropology in the School of Engineering, University of Virginia (technology)
Sandeep Sahay, Informatics, University of Oslo (development informatics)
Susan Leigh Star, Sociology, University of Santa Clara (Classification; science informatics)
Lucy Suchman, anthropology/ethnomethodology, University of Lancaster (UK)
Sharon Traweek, UCLA (science informatics)
Sherry Turkle, MIT (Sociology)
Nina Wakeford University of Surrey (Sociology and INCITE)
35. Eric T. Meyer
Senior Research Fellow & Associate Professor
eric.meyer@oii.ox.ac.uk
http://www.oii.ox.ac.uk/people/meyer
36. • In groups of 2-4 plan how you would go about doing a
virtual ethnography of an online or blended on/offline
community.
• Think about:
– What community would be appropriate for an ethnographic
study?
– How would you construct the study?
– How would you gain access to the community?
– What sort of evidence might be available to you?
– What methods you would use to gather that evidence?
– How would you analyse the data?
– What ethical considerations would you have to negotiate?
Practical exercise: planning an
ethnography