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TiNYARM: Awareness of Research Papers in a Community of Practice

Published: 04 September 2013 Publication History

Abstract

Reading scientific papers is a core research activity, and helps researchers to be aware of fundamental contributions and latest trends. However, the exponential growth of scientific literature increases the complexity of evaluating what is relevant to read and why. To research how this issue can be tackled, we designed, implemented, and evaluated TiNYARM, a Science 2.0 web-based tool that leverages a social network approach to make researchers aware of what their peers are reading. We investigate how activity streams, Personal Information Management, and Gamification concepts can be leveraged to support awareness, increase collaboration, and engage users. We present an evaluation of our approach with different communities, including students with no research experience, early stage researchers, and experienced researchers. Each group found certain system aspects more relevant.

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Cited By

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  • (2019)Knowledge Management System Design using Gamification: A Case study of the e-Government Laboratory, Universitas Indonesia2019 International Conference on Computer, Information and Telecommunication Systems (CITS)10.1109/CITS.2019.8862040(1-5)Online publication date: Aug-2019
  • (2014)Studying the history of philosophical ideasProceedings of the 14th International Conference on Knowledge Technologies and Data-driven Business10.1145/2637748.2638412(1-8)Online publication date: 16-Sep-2014
  • (2013)Motivational and Affective Aspects in Technology Enhanced Learning: Topics, Results and Research RouteScaling up Learning for Sustained Impact10.1007/978-3-642-40814-4_39(460-465)Online publication date: 2013

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cover image ACM Other conferences
i-Know '13: Proceedings of the 13th International Conference on Knowledge Management and Knowledge Technologies
September 2013
271 pages
ISBN:9781450323000
DOI:10.1145/2494188
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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  • Graz University of Technology: Graz University of Technology

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Publication History

Published: 04 September 2013

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Author Tags

  1. (Self-)awareness
  2. gamification
  3. motivation
  4. personal information management
  5. science 2.0
  6. sensemaking

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  • Refereed limited

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i-Know '13 Paper Acceptance Rate 27 of 87 submissions, 31%;
Overall Acceptance Rate 77 of 238 submissions, 32%

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View all
  • (2019)Knowledge Management System Design using Gamification: A Case study of the e-Government Laboratory, Universitas Indonesia2019 International Conference on Computer, Information and Telecommunication Systems (CITS)10.1109/CITS.2019.8862040(1-5)Online publication date: Aug-2019
  • (2014)Studying the history of philosophical ideasProceedings of the 14th International Conference on Knowledge Technologies and Data-driven Business10.1145/2637748.2638412(1-8)Online publication date: 16-Sep-2014
  • (2013)Motivational and Affective Aspects in Technology Enhanced Learning: Topics, Results and Research RouteScaling up Learning for Sustained Impact10.1007/978-3-642-40814-4_39(460-465)Online publication date: 2013

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