2,997 research outputs found

    Barriers to Gender Diversity in Software Development Education: Actionable Insights from a Danish Case Study

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    This paper contributes to the growing literature on the gendergap in computer science education by focusing on an exploratorycase study conducted at the IT University of Copenhagen (ITU),Denmark. The specific objective of this study was to draw onexisting research in order to empirically investigate the main socioculturalbarriers to female participation in the bachelor of SoftwareDevelopment at ITU, and to generate insights that would informconcrete and effective interventions. This investigation takes theform of an exploratory case study, providing insights intoinfluential factors such as students’ perceptions, attitudes andbehavior towards software development education and genderdifferences in pre-university coding skills.Empirical evidence has been collected through semi-structuredinterviews with 38 students (undergraduate and high school) andsurveys with 395 students (undergraduate and high school).Research findings from the study have subsequently informed thedesign of local interventions that have led to the recruitment ofdouble the percentage of women in the bachelor of SoftwareDevelopment at ITU in one year, from 11% in 2016 to 22% 2017.The study also describes and discusses such interventions

    Body Language Without a Body: Nonverbal Communication in Technology Mediated Settings

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    Humans are wired for face-to-face interaction because this was the only possible and available setting during the long evolutionary process that has led to Homo Sapiens. At the moment an increasingly significant fraction of our interactions take place in technology mediated settings, it is important to investigate how such a wiring - mainly corresponding to neural processes - reacts and adapts to them. This talk focuses in particular on how nonverbal communication - one of the main channels through which people convey socially and psychologically relevant information - plays a role in settings where natural nonverbal cues (facial expressions, vocalizations, gestures, etc.) are no longer available. Such an issue is important not only from a technological point of view (it can help to design interaction and communication technologies that better address human needs), but also from a societal one (it can help to understand major phenomena such as cyberbullyism and virality)

    Mothers of invention: an afterword

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    This paper offers a personal perspective on exchanges at the 2014 NIME panel entitled Gender, Education, Creativity in Digital Music and Sound Art, and also draws on discussion at the 2013 Oxford MusDig Gender Roundtable. Neither anachronistic institutional positions in a fast evolving cultural environment, nor opportunistic promotion of market-driven education programmes doomed to swift obsolescence, is likely to foster the diversity needed to sustain new creative energies in digital music and sound art. Class and race barriers are often indissociable from those that characterise gender discrimination, but this is not just a question of intersectionality. It also concerns thinking specifically about the gendered constructions of the objects and concepts we employ, and about the objectification of gender itself. This overview of a decidedly heterogeneous array of projects and initiatives endeavours to reflect our panel's emphasis on the imperative to uphold diversity and otherness

    Social networking sites and addiction: ten lessons learned

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    Online social networking sites (SNSs) have gained increasing popularity in the last decade, with individuals engaging in SNSs to connect with others who share similar interests. The perceived need to be online may result in compulsive use of SNSs, which in extreme cases may result in symptoms and consequences traditionally associated with substance-related addictions. In order to present new insights into online social networking and addiction, in this paper, 10 lessons learned concerning online social networking sites and addiction based on the insights derived from recent empirical research will be presented. These are: (i) social networking and social media use are not the same; (ii) social networking is eclectic; (iii) social networking is a way of being; (iv) individuals can become addicted to using social networking sites; (v) Facebook addiction is only one example of SNS addiction; (vi) fear of missing out (FOMO) may be part of SNS addiction; (vii) smartphone addiction may be part of SNS addiction; (viii) nomophobia may be part of SNS addiction; (ix) there are sociodemographic differences in SNS addiction; and (x) there are methodological problems with research to date. These are discussed in turn. Recommendations for research and clinical applications are provided

    Origin Gaps and the Eternal Sunshine of the Second-Order Pendulum

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    The rich experiences of an intentional, goal-oriented life emerge, in an unpredictable fashion, from the basic laws of physics. Here I argue that this unpredictability is no mirage: there are true gaps between life and non-life, mind and mindlessness, and even between functional societies and groups of Hobbesian individuals. These gaps, I suggest, emerge from the mathematics of self-reference, and the logical barriers to prediction that self-referring systems present. Still, a mathematical truth does not imply a physical one: the universe need not have made self-reference possible. It did, and the question then is how. In the second half of this essay, I show how a basic move in physics, known as renormalization, transforms the "forgetful" second-order equations of fundamental physics into a rich, self-referential world that makes possible the major transitions we care so much about. While the universe runs in assembly code, the coarse-grained version runs in LISP, and it is from that the world of aim and intention grows.Comment: FQXI Prize Essay 2017. 18 pages, including afterword on Ostrogradsky's Theorem and an exchange with John Bova, Dresden Craig, and Paul Livingsto

    Cultural robotics : The culture of robotics and robotics in culture

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    Copyright 2013 Samani et al.; licensee InTech. This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly citedIn this paper, we have investigated the concept of "Cultural Robotics" with regard to the evolution o social into cultural robots in the 21st Century. By defining the concept of culture, the potential development of culture between humans and robots is explored. Based on the cultural values of the robotics developers, and the learning ability of current robots, cultural attributes in this regard are in the process of being formed, which would define the new concept of cultural robotics. According to the importance of the embodiment of robots in the sense of presence, the influence of robots in communication culture is anticipated. The sustainability of robotics culture based on diversity for cultural communities for various acceptance modalities is explored in order to anticipate the creation of different attributes of culture between robot and humans in the futurePeer reviewe

    Munchausen by internet: current research and future directions.

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    The Internet has revolutionized the health world, enabling self-diagnosis and online support to take place irrespective of time or location. Alongside the positive aspects for an individual's health from making use of the Internet, debate has intensified on how the increasing use of Web technology might have a negative impact on patients, caregivers, and practitioners. One such negative health-related behavior is Munchausen by Internet

    Gender and Videogames: The political valency of Lara Croft

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    The Face: Is Lara a feminist icon or a sexist fantasy? Toby Gard: Neither and a bit of both. Lara was designed to be a tough, self-reliant, intelligent woman. She confounds all the sexist cliches apart from the fact that she’s got an unbelievable figure. Strong, independent women are the perfect fantasy girls—the untouchable is always the most desirable (Interview with Lara’s creator Toby Gard in The Face magazine, June 1997)

    New Interactions: The relationship between journalists and audiences mediated by Google Glass

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    From the first studies of wearables inside MIT’s Media Lab decades ago to the smartwatches and smartglasses sold these days as consumer devices, wearables provide clues to better understand new paths to record and distribute information. Google Glass was one of the first immersive products, allowing users to capture and stream information to the Web, creating screen-based micro-interactions displayed in front of the user’s eye or sent to their smartphone. The first-person perspective is not new, but network-enabled Glass creates a novel state of streamed information and images, potentially making the journalist an avatar of the audience. Possibilities also lay in the development of Glass-specific ambient or calm communications—providing users with seamless information updates. Our study explores how Glass, attached to the head of the journalist-broadcaster, creates alternative behaviours in those captured due to its almost-invisible camera. These and other aspects of Glass will be explored during this paper, recalling experiences made across multiple test beds in the United Kingdom, Porto Alegre, Brazil and the Sahara Desert. The lessons acquired from these experiences allow us to understand not only new ways to inform, but new relationships between journalists, newsrooms and the public
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