Books, articles, and reports published by Digital Life Institute members.

Learning About Metadata and Machines: Teaching Students Using a Novel Structured Database Activity

Andrew Iliadis , Tony Liao , Isabel Pedersen , and Jing Han

Journal Article: Machines produce and operate using complex systems of metadata that need to be cata- logued, sorted, and processed. Many students lack the experience with metadata and sufficient knowl- edge about it to understand it as part of their data literacy skills. This paper describes an educational and interactive database activity designed for teaching undergraduate communication students about the creation, value, and logic of structured data. Journal of Communication Pedagogy, 2021, Vol. 4, 152-165

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Design Thinking in Technical Communication

Jason C.K. Tham

Book: This book explicates the relationships between design thinking, critical making, and socially responsive technical communication. It leverages the recent technology-powered DIY culture called “the Maker Movement” to identify how citizen innovation can inform cutting-edge social innovation that advocates for equitable change and progress on today’s “wicked” problems.

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Writing Futures: Collaborative, Algorithmic, Autonomous

Ann Hill Duin and Isabel Pedersen

Book: This collection explores the future of writing. As non-human agents and artificial intelligences (AI) disrupt all writing fields and professions, human writers have to adapt.

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Connectivism for writing pedagogy: Strategic networked approaches to promote international collaborations and intercultural learning

JasonTham, Ann HillDuin, Saveena (Chakrika)Veeramoothoo, Brandi J.Fuglsby

Journal Article: Global learning promotes intercultural understanding among learners and their nodes. Students use networked technologies to connect with other students located in various parts of the world. Students interact to co-construct knowledge and respond to unique situations collaboratively. Connectivism is a strategic theory that leverages the availability of distributed knowledge.

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A future so close: Mapping 10 years of promises and futures across the augmented reality development cycle

Tony Liao, Andrew Iliadis

Journal Article: New Media & Society. This study analyzes two futures data sets to understand 10 years of futures surrounding AR.

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The Rhetoric, Science, and Technology of 21st Century Collaboration

Ann Hill Duin, Jason Tham, Isabel Pedersen

Book chapter: Effective teaching of technical communication: Theory, practice and application, M. Klein (Editor)

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Metaphors, mental models, and multiplicity: Understanding student perception of digital literacu

Jason Tham, Kenyan Degles, Burnham, Daniel L. Hocutt, Nupoor Ranade, John Misak, Ann Hill Duin, Isabel Pedersen, Jessica Lynn Campbell

Journal Article: Computers and Composition 59 (2021)

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The Wearable Past: Integrating a Physical Museum Collection of Wearables into a Database of Born-digital Artifacts Digital Studies / Le champ numérique.

Isabel Pedersen, Tom Everrett, Sharon Caldwell

Journal Article: Digital Studies / Le champ numérique. 10(1), 1-12.

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Embodied Computing: Wearables, implantables, embeddables, ingestibles

Isabel Pedersen, Andrew Iliadis (Authors, Editors)

Book: Practitioners and scholars explore ethical, social, and conceptual issues arising in relation to such devices as fitness monitors, neural implants, and a toe-controlled computer mouse.

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Collaborating Internationally to Build Digital Literacy Learning through TPC Instruction

Ann Hill Duin, Isabel Pedersen, Sharon Caldwell, Danielle Stambler, Jason Tham, Katlynne Davis

Refereed Conference Paper: Proceedings for 2019 CPTSC Annual Conference, October 10-12, 2019, West Chester, West Chester University PA. p. 131-132.



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Human-Centered Content Design in Augmented Reality

Ann Hill Duin, Dawn Armfield, Isabel Pedersen

Book Chapter: Content Strategy in Technical Communication. Guiseppe Getto, Jack Labriola, Sheryl Ruszkiewicz (Editors)


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Ready to Wear

Isabel Pedersen

Book: Ready to Wear explores how and to what ends wearable inventions and technologies augment or remix reality, as well as the claims used to promote them. As computer components shrink and our mobile culture normalizes, we wear computers on the body to create immersive experiences.

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