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Archer L. Batcheller

 

Publications by Archer L. Batcheller (bibliography)

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2011
 
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Mayernik, Matthew S., Batcheller, Archer L. and Borgman, Christine L. (2011): How institutional factors influence the creation of scientific metadata. In: Proceedings of the 2011 iConference 2011. pp. 417-425. Available online

Access to high volumes of digital data offer researchers in all disciplines the possibility to ask new kinds of questions using computational methods. Burgeoning digital data collections, however, challenge established data management and analysis methods. Data management is a multi-pronged institutionalized effort, spanning technology, policies, metadata, and everyday data practices. In this paper, we focus on the last two components: metadata and everyday data practices. We demonstrate how "frictions" arise in creating and managing metadata. These include standardization frictions, temporal frictions, data sharing frictions, and frictions related to the availability of human support. Through an illustration of these frictions in case studies of three large, distributed, collaborative science projects, we show how the degree of metadata institutionalization can strongly influence data management needs and practices.

© All rights reserved Mayernik et al. and/or ACM Press

2007
 
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Batcheller, Archer L., Hilligoss, Brian, Nam, Kevin, Rader, Emilee, Rey-Babarro, Marta and Zhou, Xiaomu (2007): Testing the technology: playing games with video conferencing. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 849-852. Available online

Video connections can establish a media space in which games may be played, just as people play games while collocated. Experiments with participants playing the game 'Mafia' indicate that people in a video condition have similar levels of satisfaction, fun, and frustration, to those that play while collocated. This finding holds for both those with prior experience using video systems and those without, suggesting it is not merely a "novelty effect." Results differ about whether there exist differences in focus of attention, suspicion/trust, and pointing for people playing the game while using a video system. Implications for both fun and work uses of video are suggested.

© All rights reserved Batcheller et al. and/or ACM Press

 
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