Preliminary Conference Agenda
Overview and details of the sessions of this conference. Please select a date or room to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
This agenda is preliminary and subject to change.
|Date: Sunday, 31/Mar/2019|
|8:30am - 10:00am||Workshop 3a: Charting the Future of Forced Migration Research in Information Science|
Charting the Future of Forced Migration Research in Information Science
The proposed workshop will address pressing issues in forced migration research from an information perspective. It will bring together researchers in information science and related disciplines to illuminate two trends in forced migration research: information spaces and environments of refugees, and refugees’ experience in digital environments and how it impacts their resettlement process. The workshop will approach the topics from a variety of perspectives addressing researchers from different countries with a specific focus on early stage researchers. The workshop will be a day long starting with a moderated panel. There will be dedicated sessions for each theme followed by discussion rounds that allow for bringing together the main points. A call for contribution will be issued to interested researchers to present their projects or work-in-progress, as well as to submit pressing ideas for the brainstorming portion of the workshop.
|10:30am - 12:00pm||Workshop 3b: Charting the Future of Forced Migration Research in Information Science|
Part 2 of 4
|1:30pm - 3:00pm||Workshop 3c: Charting the Future of Forced Migration Research in Information Science|
Part 3 of 4
|3:30pm - 5:00pm||Workshop 3d: Charting the Future of Forced Migration Research in Information Science|
Part 4 of 4
|Date: Monday, 01/Apr/2019|
|10:30am - 12:00pm||Papers 4: Identity Questions in Online Communities|
Session Chair: Denise E. Agosto, Drexel University
“Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism
Northwestern University, United States of America
Autism is a medical diagnosis that has attracted much attention in recent decades, particularly due to an increase in the numbers of children being diagnosed and the changing requirements for getting the diagnosis. In parallel online communities around autism—both those supporting individuals and families seeking treatment and those supporting embracing the autism identity—have grown. Previous literature has shown the positive impact support groups can have for those encountering hardship in their lives, such as depression. In this qualitative study of an online community for autistic children centered around a virtual world, we explore how the label “autism” can be not only a source of disenfranchisement, leading to harassment and violence—in both the virtual and physical world—, but also a source of empowerment and identity. We illuminate the tension in claiming the autistic identity within this community—having a sense of identity in the community, but, in doing so, also “othering” those with autism further. The walls of the community work to keep community members safe, but also set them apart from others on the internet. We see that the Autcraft community goes beyond being a support group for victims of targeted violence, to one that redefines and helps community members embrace their own autistic identities.
Skins for Sale: Linking Player Identity, Representation, and Purchasing Practices
1Stony Brook University, Long Island, New York; 2Penn State University, Pennsylvania; 3College of Westchester, White Plains, NY; 4University of California, Irvine, United States of America; 5N/A
Although understudied, microtransactions are becoming widespread in games, especially for the purchase of aesthetic variation in-game. In this paper, we review literature around representation in games and purchas-ing practices tied to player racial identity to provide insight on how in-game racial representational options and microtransactions may impact purchasing practices of players of diverse racial backgrounds. We select-ed articles which articulate racial identity, representation in games, and purchasing practices in ways that could be applied to the in-game pur-chases of non-white character representation in the form of “skins.” The diversity of both players and game characters is steadily increasing in the US. Several of the sources we review here examine this theme and how it is felt by players of color. In this review we thread together re-search that has focused on the state and effect of representation in games, with research considering the role of racial identity in consumer practice to better examine how players of color feel about purchasing self-representation in games
Looking for Group: Live Streaming Programming for Small Audiences
Indiana University - Purdue University Indianapolis, United States of America
Live streams are used by some people to broadcast themselves doing creative work such as programming. To understand why individuals choose to stream themselves writing code, we interviewed eight streamers with small audiences of ten or fewer viewers. Several of these individuals were in a transitionary stage that supported a streaming lifestyle, and were seeking feedback and live companionship. These findings guide a discussion of the implications of creative live streams for people under-going life transitions, and how learners might use streams to support their learning objectives.
|1:30pm - 3:00pm||Papers 8: Supporting Communities Through Public Libraries and Infrastructure|
Session Chair: Rachel Ivy Clarke, Syracuse University
Intentionality, Interactivity, and Community: A Conceptual Framework for Professional Development in Children’s Librarianship
1University of Washington, United States of America; 2Kent State University, United States of America
Public libraries are increasingly being recognized as community anchors, sites of crucial and significant informal learning for children and families. Within children’s services, early literacy storytimes are perceived as a mainstay of public library programming. That said, there is increasing pres-sure on both formal and informal prekindergarten learning environments to significantly improve the literacy skills in young children. Moreover, there is an expansion of library programs being designed to incorporate early lit-eracy research. It is important for storytime providers to have a conceptual understanding of the purpose for the work they do. And yet they often lack a sufficient understanding of how to support learning for young children. Project VIEWS2, through its quasi-experimental intervention, provided a research-based framework—intentionality, interactivity, and community--that can support the work that storytime providers do to support children and families through early learning-rich storytime programs in the public library. Follow-up interviews and a survey of VIEWS2 participant sto-rytime providers demonstrates the impact of this framework in the field, through discussion of intentional and interactive practice and the effects of community on sustaining and growing the work storytime providers do to serve their communities.
The Role of Community Data in Helping Public Libraries Reach and Serve Underserved Communities
1Kent State University, United States of America; 2University of Washington, United States of America
Public libraries have recognized that children and families in underserved communities, who often need their services the most, are not coming into the library due to a variety of barriers. To reach and serve these children and families, libraries have been taking their programs and services out into community locations to meet families where they are. To do this effectively libraries need to collect data on these community groups to better understand their needs. Project LOCAL, an IMLS-funded grant that explored how libraries are going out into their communities to reach and serve families in underserved communities, found that libraries are collecting community data from a variety of sources to understand the needs of their communities. Furthermore, the libraries are using this community need data in the planning and development of their programs and services offered to these families.
Participatory Development of an Open Source Broadband Measurement Platform for Public Libraries
1Simmons University, United States of America; 2Open Technology Institute, New America, United States; 3Internet2, United States
Public libraries need access to reliable, automated, and longitudinal data on the speed and quality of service of their broadband Internet connections. Having such data at a local, granular level is essential for libraries to under-stand how their broadband infrastructure can meet their communities’ digital demands, as well as inform local, state, and national broadband planning efforts in the U.S. This paper contributes a participatory research methodology and an information system design proposal to investigate how public libraries can utilize broadband measurement tools to achieve these goals. The purpose of the research is to assist public libraries in gaining a better understanding of the relationship between their network infrastructure and digital services. The paper concludes with a brief discussion of the expected findings from our project, which builds upon existing research that examined how broadband measurement tools can be utilized in public schools.
Rural Broadband and Advanced Manufacturing: Research Implications for Information Studies
Florida State Unviersity, United States of America
Advanced manufacturing (AM) is a key driver of the U.S. economy. It is also crucial in building U.S. competitiveness to strengthening the scientific and engi-neering enterprise and providing transformative science and technology solutions. In AM, an essential affordance of those technologies is broadband connectivity. Broadband technology will be a key enabler to successful U.S. competition with increasingly customized products aimed at increasingly segmented markets the re-ly on Internet-enabled “smart” production. However, our review of policy and re-search suggests that little is known about the extent to which the broadband envi-ronment in the United States is able to support and enable AM. In this paper, we will explore rural communities’ AM readiness. Specifically, we will provide a brief review of literature relating to the centrality of broadband Internet to AM; the state of broadband in rural communities; and the potential for AM transform rural communities. We will conclude with promising directions for research. Tak-en together, this paper will offer several promising directions for further investi-gation into the relationship between broadband and advanced manufacturing in rural communities.
|3:30pm - 5:00pm||Papers 12: Digital Libraries, Curation and Preservation|
Session Chair: Ricky Punzalan, University of Maryland College of Information Studies
Understanding Change in a Dynamic Complex Digital Object: Reading Categories of Change out of Patch Notes Documents
1University of Texas at Austin, United States of America; 2University of Illinois at Urbana-Champaign, USA; 3University of North Carolina at Chapel Hill, USA
Digital games are complex digital objects that straddle the line between leisure and work, and offer a unique source for contextualizing the role of change in engaging with digital objects. Understanding how complex digital objects evolve over time, and how such objects are framed as changing objects allows us to develop a more nuanced model for how different kinds of changes function in the lives of complex digital objects. This paper analyzes several years of patch notes for the digital game League of Legends through the methodology of reading to construct categories of kinds of changes and interpret the different roles of those categories. We propose a taxonomy of changes to a key part of the game ecosystem, and describe how the categories in this taxonomy limn a perspective on dynamic, complex digital objects that can lead to more nuanced and robust preservation efforts.
Save Point/s: Competing Values and Practices in the Field of Video Game Preservation
1University of California, Irvine, United States of America; 2University of the Philippines, Diliman, Philippines
This paper presents a Bourdieuvian way of understanding video game preservation as a nascent field with its discourse and praxis shaped by ontological differences and conflicting power structures. This is illustrated through a spectrum of valuation that treats video games as material artifacts on one end and embraces its ephemerality on the other. Video game preservation literature and initiatives are likely to lean towards one of these extremes which focuses either on ensuring the playability of games or documenting of gameplay and its expressions. These competing values and practices can be seen further by classifying and mapping out participants, illustrating power relations. There are points of overlap and tensions between industry players, cultural institutions, and fans given their respective conflicting nature, intent, and mechanisms when it comes to video game preservation. The shape and sustainability of this emerging field and frontier, the paper posits in the end, depend on how these tensions are addressed hopefully towards inclusion and collaboration.
Characterizing Same Work Relationships in Large-Scale Digital Libraries
University of Denver, United States of America
As digital libraries grow, they are prompting new consideration into same-work relationships. They provide unique opportunities for resource discovery but their scale and federated origins lead to challenges presented by duplicates and variants. Addressing this problem is complicated by metadata inconsistencies as well as structural/content differences. Following from work in algorithmically identifying duplicate works in the HathiTrust Digital Library, we present some cases that complicate our existing language for work entity relationships. These serve to contextualize the complexities of same-work alignment in digital libraries and ground future discussion around content similarity.
Prevalence and use of the term “business model” in the digital cultural heritage institution professional literature
1University of Wisconsin-Madison, United States of America; 2University College Dublin
We investigate how the term “business model" was used in the digital cultural heritage literature from 2000 to 2015 through content analysis. We found that discussion of business models is not prevalent and there is no observable growth trend. Analysis of how authors represented business models showed predominately positive uses of the concept although we found some discussion of tension between the concept of business model and traditional cultural heritage field values. We found that non- element representations of business models were more common than element representations. Within element representations the most common elements are income, customers, and partnerships.
|Date: Tuesday, 02/Apr/2019|
|10:30am - 12:00pm||SIE 6: Making Core Memory|
Making Core Memory
The computers for the Apollo moon missions stored information in core memory ropes—threaded wires passed through or around magnetized metal rings. NASA engineers nicknamed this hardware “LOL memory” for the “little old ladies” who carefully wove the wires around the ferrite cores by hand. The proposed session uses this moment of engineering history to examine the embodied, gendered forms of knowledge that contribute to information technology innovation. We do this in an interventionist project of collaborative inquiry that materializes the work of core memory weaving. Participants receive a “patch kit” that contains a simple chipboard matrix, beads and yarn (in place of cores and wires). The completed patches are attached to a quilt that then shares historical audio about the core rope created for Apollo Guidance Computer. Core rope memory transformed software into hardware. When digital information is made material, it helps us to see the hands that bring technology into being.
|1:30pm - 3:00pm||SIE 9: The Pervasive Data Ethics Festivus!|
The Pervasive Data Ethics Festivus!
The growing prevalence of data-rich networked information technologies—such as the internet of things, wearable devices, ubiquitous sensing, and social sharing platforms—brings a similar increase in the flow of rich, deep, and often identifiable personal information available to computational and data science researchers. Increases in the scale, scope, speed, and depth of data-intensive computational research activities, however, require that we continuously confront the ethics of our data collection and research design processes. This playful session for interaction and engagement, organized by the PERVADE: Pervasive Data Ethics for Computational Research project ( http://pervade.umd.edu/ ), will foster open dialogue, criticisms, and debate among the iConference community about research ethics, including challenges when using data gleaned from social media platforms, network traffic, wearables devices, internet of things, and related pervasive platforms.
|3:30pm - 5:00pm||SIE 10: Information Technologies and Knowledge Representation for the Benefit of Diverse & Marginalized Communities of Users|
Information Technologies and Knowledge Representation for the Benefit of Diverse & Marginalized Communities of Users
This Session for Interaction and Engagement is meant to stimulate a vibrant discussion mainly focusing on how information technologies and knowledge representation systems can be leveraged to benefit diverse & marginalized communities of users. In particular, we will focus on: (1) the challenges and opportunities associated with the application of information and communication technologies for the development of marginalized communities across the world by extending the people-process-technology paradigm grounded in the business process management literature, by adding “information” as a new dimension, and (2) design of information & knowledge representation systems, including ontologies, for domains less known to diverse user groups and development of taxonomies for multinational enterprises located in different parts of the world. The information dimension would frame the discussion centering on information access, use, organization, policies, and security, with the potential to inform the design and use of emerging technologies and systems to effectively serve diverse user communities.
|Date: Wednesday, 03/Apr/2019|
|10:30am - 12:00pm||SIE 12: Engaging Speculative Practices to Probe Values & Ethics in Sociotechnical Systems|
Engaging Speculative Practices to Probe Values & Ethics in Sociotechnical Systems
Speculative practices have recently emerged from design-based research as an effective set of methods and orientations for probing how values become embedded in, and emerge from, sociotechnical systems. These can be used to both critically analyze existing arrangements of sociotechnical systems and explore possible alternative arrangements. While many disciplinary outlooks within iSchools engage in such questions, not all research practitioners have exposure to speculative practices and methods. This SIE seeks to engage researchers from diverse disciplinary traditions in activities using first-hand, participatory experience with speculative research methods, and to imagine what role these methods might play in various research programs.