Publications

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

Instructor Roles in Higher Education During the COVID-19 Pandemic

Kenyan Burnham, Adam Narine, Christopher Trotter

Conference Paper: This study details research currently underway exploring the perceived roles that higher education instructors embody during the COVID-19 pandemic. Of interest to this study-up research, are the ways that instructors evaluate themselves as they pivot from previous modalities into emergency remote instruction and how their response provides insights into emergency continuity strategies. Through teleconferenced interviews, perspectives are transcribed, qualitatively coded through two coding cycles, culminating in an inductively derived insights that provide guidance to instructors and institutions.

From the 38th ACM International Conference on Design of Communication(SIGDOC ’20). Association for Computing Machinery, New York, NY, USA, Article 53, 1–2.

Access Here

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.

Access Here

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.

 

 

Access Here

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)

 

Access Here

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.

Access Here
1 3 4