The use and availability of digital media is changing researchers' roles and simultaneously providing a route for a more engaging relationship with stakeholders throughout the research process. Although the digital realm has a profound influence on people's day-to-day lives, some researchers have not yet professionally embraced digital technologies. This paper arises from one aspect of a project exploring how university research and professional practices are evolving as researchers engage with stakeholders via digital media to create, share and represent knowledge together. Using researchers
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TEAM MEMBERS:
Ann GrandRichard HollimanTrevor CollinsAnne Adams
The twenty-first century has witnessed a shift in science communication ideals from one-way science popularization activities towards more reflexive, participatory approaches to public engagement with science. Yet our longue duéee histories of science communication's antecedents focus on the former and have neglected the latter. In this paper I identify parallels between modern science communication ideals and an iconic Enlightenment text, Condorcet's Sketch for a Historical Picture of the Progress of the Human Mind (1795). I show that Condorcet's carefully negotiated balance between
The authors present a quantitative content analysis to assess the use of mathematical information in the news of five generalist Portuguese newspapers during a three-month period. Misuses of mathematics were also studied in this context. Results show that only a small percentage of the news articles have mathematical information when compared to previous studies in the field. Furthermore, over 30% of the news articles containing mathematical information have some type of mathematical error. Different categories of errors are defined and reasons why these might occur are discussed.
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TEAM MEMBERS:
Susana PereiraAntonio Jose MachiaveloJose Azevedo
This article provides a first statistical analysis of the typologies and characteristics of popular science web videos on YouTube. An analysis of 190 videos from 95 online video channels was conducted. Several factors such as narrative strategies, video editing techniques, and design tendencies with regard to cinematography, the number of shots, the kind of montage used, and even the use of sound design and special FX point to a notable professionalism among science communicators independent of institutional or personal commitments. This analysis represents an important step in understanding
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TEAM MEMBERS:
Jesus Munoz MorcilloKlemens CzurdaCaroline Robertson-von Trotha
Looking back over the past 5 years of articles published in JCOM, this editorial looks at the topics covered and the geographies represented and asks: are we tackling all main contemporary issues in science communication/popularisation or public engagement? It invites you to contribute with your papers, letters, essays and news to help address the holes in our coverage and to enter into dialogue on our Facebook page.
We investigate the development of scientific content knowledge of volunteers participating in online citizen science projects in the Zooniverse (http://www.zooniverse.org). We use econometric methods to test how measures of project participation relate to success in a science quiz, controlling for factors known to correlate with scientific knowledge. Citizen scientists believe they are learning about both the content and processes of science through their participation. We don't directly test the latter, but we find evidence to support the former — that more actively engaged participants
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TEAM MEMBERS:
Karen MastersEun Young OhJoe CoxBrooke SimmonsChris LintottGary GrahamAnita GreenhillKate Holmes
Online citizen science projects have demonstrated their usefulness for research, however little is known about the potential benefits for volunteers. We conducted 39 interviews (28 volunteers, 11 researchers) to gain a greater understanding of volunteers' motivations, learning and creativity (MLC). In our MLC model we explain that participating and progressing in a project community provides volunteers with many indirect opportunities for learning and creativity. The more aspects that volunteers are involved in, the more likely they are to sustain their participation in the project. These
The Department of Computer Science and Engineering and DO-IT IT (Disabilities, Opportunities, Internetworking and Technology) at the University of Washington propose to create the AccessComputing Alliance for the purpose of increasing the participation of people with disabilities in computing careers. Alliance partners Gallaudet University, Microsoft, the NSF Regional Alliances for Persons with Disabilities in STEM (hosted by the University of Southern Maine, New Mexico State University, and UW), and SIGACCESS of the Association for Computing Machinery (ACM) and collaborators represent stakeholders from education, industry, government, and professional organizations nationwide.
Alliance activities apply proven practices to support persons with disabilities within computing programs. To increase the number of students with disabilities who successfully pursue undergraduate and graduate degrees, the alliance will run college transition and bridge, tutoring, internship, and e-mentoring programs. To increase the capacity of postsecondary computing departments to fully include students with disabilities in coursers and programs, the alliance will form communities of practice, run capacity-building institutes, and develop systemic change indicators for computing departments. To create a nationwide resource to help students with disabilities pursue computing careers and computing educators and employers, professional organizations and other stakeholders to develop more inclusive programs and share effective practices, the alliance will create and maintain a searchable AccessComputing Knowledge Base of FAQs, case studies, and effective/promising practices.
These activities will build on existing alliances and resources in a comprehensive, integrated effort. They will create nationwide collaborations among individuals with disabilities, computing professionals, employers, disability providers, and professional organizations to explore the issues that contribute to the underrepresentation of persons with disabilities and to develop, apply and assess interventions. In addition, they will support local and regional efforts to recruit and retain students with disabilities into computing and assist them in institutionalizing and replicating their programs. The alliance will work with other Alliances and organizations that serve women and underrepresented minorities to make their programs accessible to students with disabilities. Finally they will collect and publish research and implementation data to enhance scientific and technological understanding of issues related to the inclusion of people with disabilities in computing.
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TEAM MEMBERS:
Richard LadnerLibby CohenSheryl BurgstahlerWilliam McCarthy
Science, research and emerging technologies often play a key role in many modern action movies. In this contribution we suggest to use genre analysis of folk narratives as an innovative and useful tool for understanding science and technology in action movies. In this contribution we outline our approach using illustrative examples and detail how understanding action movies as modern fairy tales can benefit the study of science, research and technology in popular culture.
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TEAM MEMBERS:
Anna Lydia SvalastogJoachim Allgaier
While the use of scientific visualisations (such as brain scans) in popular science communication has been extensively studied, we argue for the importance of popular images (as demonstrated in various talks at #POPSCI2015), including pictures of everyday scenes of social life or references to pictures widely circulating in popular cultural contexts. We suggest that these images can be characterised in terms of a rhetorical theory of argumentation as working towards the production of evidentiality on the one hand, and as aiming to link science to familiar visualities on the other; our example
This commentary considers the topics of humour and online settings. Both have received increasing attention amongst researchers and practitioners of science communication, and both raise numerous questions around the role of informality and enjoyment in the spread of information. However, online settings also provide a great range of data with which to address these questions. Here I suggest that close consideration of technical infrastructure plays an important role in this data collection. I shall do so using case studies drawn from two popular participatory websites, reddit and Facebook
The prevalent lack of research on the interrelations between science, research and popular culture led to the organization of the first International Conference on Science and Research in Popular Culture #POPSCI2015, which took place at Alpen-Adria-Universität in Klagenfurt, Austria, from 17--18 September 2015. The aim of the conference was to bring together not only science communication researchers with an interest in popular culture, but also other scholars, scientists and researchers, artists, media professionals and members from the general public. In this issue of JCOM we present four