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resource project Media and Technology
The Leonard Lief Library and Department of Art at Lehman College will create an Animated Information Literacy Advocate to explore the feasibility of using animation to foster information literacy in college-­age students. Information literacy skills, including assessing information, locating sources, thinking critically, and acting ethically, are especially vital for young people entering the workforce. Four videos featuring an animated advocate developed using Kabuki RealTime Animation software will introduce learners to critical thinking in dramatic scenarios. Focus groups will be conducted to measure student satisfaction and measure outcomes of learning. The advocate will be the first animated character to deliver information literacy instruction, providing the broader library field with a new area of research in online instruction as well as the ability to test three pedagogical strategies.
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TEAM MEMBERS: Michael Ferraro
resource project Media and Technology
Stanford University Library, in partnership with the University of Santa Cruz, will develop a publishable metadata scheme for digital games, including ontology and terminology, as well as a system and tools for citation of in-game events and game states. While the work of collection and preservation is underway, digital games present unique and complex stewardship problems, including methods for description, discovery and citation. As acquisition of this type of collection increases, challenges with cataloguing, storage, and access are compounded. This framework will provide a complete solution to the closely linked problems of finding, accessing, and citing digital games, a growing and important part of modern culture.
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TEAM MEMBERS: Noah Wardrip-Fruin
resource project Media and Technology
The North Carolina State University Libraries and its partners will create a model framework for an interactive learning environment, applying the principles of gaming, artificial intelligence, systems automation, and experience design. Display screens, interactive applications, and computerized information systems have become almost ubiquitous within informal learning spaces in libraries and museums. The resulting convergence of physical and virtual environments, with the attendant urgency to fill screens with content that is meaningful and interactive, creates new challenges for keeping labor-intense digital content and applications fresh and relevant. The model will include an integrated assessment loop and tools for improving services to users.
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TEAM MEMBERS: R. Michael Young
resource project Media and Technology
The Missouri Botanical Garden and partners at Harvard University, Cornell University, and New York Botanical Garden will test new means of crowdsourcing to support the enhancement of content in the Biodiversity Heritage Library (BHL). The BHL is an international consortium of the world's leading natural history libraries that have collaborated to digitize the public domain literature documenting the world's biological diversity, resulting in the single, largest, open-licensed source of biodiversity literature. The project will demonstrate whether or not digital games are an effective tool for analyzing and improving digital outputs from optical character recognition and transcription. The anticipated benefits of gaming include improved access to content by providing richer and more accurate data; an extension of limited staff resources; and exposure of library content to communities who may not know about the collections otherwise.
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TEAM MEMBERS: Trish Rose-Sandler