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Herrera___Digital_Realities___ ...
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Microsoft PowerPoint 2007
Authors
Herrera, Allison K.Document Type
PresentationPublication Date
2017-03-01Keywords
virtual realityaugmented reality
mixed reality
digital realities
research data
Medicine and Health Sciences
Public Health
Scholarly Communication
Scholarly Publishing
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There's a change occurring in the delivery of scientific content. The development and application of virtual reality and augmented reality is changing research in nearly every field, from the life sciences to engineering. As a result, scholarly content is also changing its direction from print centric to fully submersed digital. Historically, scientific content has been simple text and figures. To create higher quality, more intuitive and engaging content, scholarly communication has witnessed a shift to video and, most recently, researchers have begun to include data to create next generation content types that supplement and enrich their works. Scholarly communication will continue this trend, requiring the delivery of content that is more innovative and interactive. However, in a world where the PDF has dominated the industry for years, new skills and technologies will be needed to ensure reader use and engagement remain stable as the information services industry shifts to accommodate new forms of content and articles enhanced by virtual and augmented reality. Implementing and delivering on augmented or virtual reality supplemental material, and supporting them with the necessary tools for engagement, is no easy task. For as much as interest, discussion and innovation are occurring-as with all disruptive entrants-questions will need to be answered, issues addressed, and best practices established so that publisher, author and end-user can benefit from the results of deeper content engagement. For publishers who work directly with scholars and researchers, this pivot means they must re-examine the needs of their customers, understand what they need delivered, where they expect to find that information, and how they want to interact with it. This will require publishers to update their current infrastructures, submission practices and guidelines, as well as develop or license software to keep pace and meet the needs of their authors and readers. This session will help to define the challenges and strengths related to digital realities, data, and the role researchers play in shaping mixed content types in a more data drive, digital environment. Discussion includes: What are some of the pros and cons associated with data and digital reality research? How are these different content types being used as supplemental material and will they be shifting to be seen as a more integral part of the scholarly record? In the future, what role will libraries play in this shift in providing users what they want, and in a format conducive to their work and research?DOI
10.13028/y4yz-h410Permanent Link to this Item
http://hdl.handle.net/20.500.14038/37510Notes
Presentation at the National Federation of Advanced Information Services Beyond the PDF: Emerging Trends in Next Generation Articles Virtual Workshop.
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Copyright the Author(s)Distribution License
http://creativecommons.org/licenses/by/4.0/ae974a485f413a2113503eed53cd6c53
10.13028/y4yz-h410
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Balancing reality in embedded research and evaluation: Low vs high embeddednessJackson, George L; Damschroder, Laura J; White, Brandolyn S; Henderson, Blake; Vega, Ryan J; Kilbourne, Amy M; Cutrona, Sarah L (2021-11-03)Embedding research and evaluation into organizations is one way to generate "practice-based" evidence needed to accelerate implementation of evidence-based innovations within learning health systems. Organizations and researchers/evaluators vary greatly in how they structure and operationalize these collaborations. One key aspect is the degree of embeddedness: from low embeddedness where researchers/evaluators are located outside organizations (eg, outside evaluation consultants) to high embeddedness where researchers/evaluators are employed by organizations and thus more deeply involved in program evolution and operations. Pros and cons related to the degree of embeddedness (low vs high) must be balanced when developing these relationships. We reflect on this process within the context of an embedded, mixed-methods evaluation of the Veterans Health Administration (VHA) Diffusion of Excellence (DoE) program. Considerations that must be balanced include: (a) low vs high alignment of goals; (b) low vs high involvement in strategic planning; (c) observing what is happening vs being integrally involved with programmatic activities; (d) reporting findings at the project's end vs providing iterative findings and recommendations that contribute to program evolution; and (e) adhering to predetermined aims vs adapting aims in response to evolving partner needs. -
Teen Distracted Reality an Interactive Virtual Education (D.R.I.V.E.): Experience and Impact on Teenage DriversGreen, Jonathan; Keefe, Gregory; Damle, Rachelle N.; Nazarey, Pradeep P.; Aidlen, Jeremy T.; Manno, Mariann M.; Hirsh, Michael P. (2017-05-16)Introduction: In 2013, 2,163 teens in the United States ages 16–19 were killed and 243,243 were treated in emergency departments for injuries from motor vehicle crashes. distracted driving (i.e. texting, loud music, or phone conversations) and impaired driving (driving under the influence) play a role in these motor vehicle crashes. Prevention efforts aimed at high-risk teenager driving behavior may encourage safe driving habits. Methods: The Teen D.R.I.V.E. program is a mobile driving simulator that provides teenagers with distracted and impaired driving scenarios. We administered anonymous surveys from April 2015-April 2016 to obtain demographic data and evaluate the program’s impact on their driving behavior. We retrospectively analyzed survey responses using univariate and multivariate statistical analysis. Results: A total of 1374 participants in the survey, however, 50 did not respond to the driving experience portion of the survey. Most participants (70%) were between 16-17 years of age years old and 51% were males. A majority (76%) of respondents had driving experience (26% permit, and 46% license) or had attended a driver’s education course (67%). After experiencing the simulation respondents felt that the consequences of driving distracted (53%) and driving impaired (61%) were worse than previously expected. In addition, participants said that they would never drive distracted (70%) or drive impaired (90%). A majority of participants (72%) feel that simulation is the most effective way to teach driving related topics. Conclusion: Teen D.R.I.V.E. offers a valuable experience to teenagers, teaching them about the dangers of driving distracted and impaired. Participants are likely to never drive impaired compared or distracted. Most teenagers feel simulation teaches these driving lessons most effectively.


