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Mar 11, 2019
08:00-09:00 Conference Registration Desk Open / Mesa de inscripción abierta
09:00-09:30 Conference Opening / Inauguración del Congreso

Dr. Phillip Kalantzis-Cope, Chief Social Scientist, Common Ground Research Networks, Champaign, United States,
Dr. Ramon Sanguesa, Head of Technology Research. Elisava School of Design and Engineering, Barcelona, Spain
09:30-10:05 Plenary Session / Sesión plenaria (en inglés)—Anna Meroni, Associate Professor of Design, Politecnico di Milano, Italy

"What Humans Want: Design as a Strategy to Deal with Imperfection"

Architect and PhD in Design, Anna Meroni is Associate Professor of Design in the Department of Design at the Politecnico di Milano. Her research focus is on service and strategic design for sustainability to foster social innovation, participation, and local development. A specific expertise has been developed in co-design methods and tools.

She is the head of the international Master of Science program in Product Service System Design and coordinator of the POLIMI-DESIS Lab, the Milan based research laboratory of the DESIS-Design for Social Innovation and Sustainability Network.

Anna is on the board of the PhD program in Design, principal investigator of national and international research projects, chair of conferences, author of several publications, and visiting lecturer in international universities.
10:05-10:35 Garden Conversation / Charlas de jardín

Garden Conversations are informal, unstructured sessions that allow delegates a chance to meet plenary speakers and talk with them at length about the issues arising from their presentation. When the venue and weather allow, we try to arrange for a circle of chairs to be placed outdoors.

Las charlas de jardín son sesiones informales no estructuradas que permiten reunirse con ponentes plenarios y conversar tranquilamente sobre temas derivados de su ponencia. Cuando el lugar y el clima lo permiten, se realizan en el exterior.
10:35-11:20 Talking Circles / Mesas redondas

Held on the first day of the conference, Talking Circles offer an early opportunity to meet other delegates with similar interests and concerns. Delegates self-select into groups based on broad thematic areas and introduce themselves and their research interests to one another.

Celebradas el primer día del congreso, las mesas redondas constituyen una de las primeras oportunidades para conocer a otros participantes con intereses y preocupaciones similares. Los participantes eligen los grupos que prefieren según grandes áreas temáticas y se sumergen en grandes debates sobre los temas y problemáticas para el área correspondiente de la Red de Investigación.

Plenary Room - 2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Room 1 - Designing Technologies for Human Usability 
Room 2 - Enabling Technologies in Knowledge Sharing / Thinking Technologies for Society 
Room 3 - Learning Technologies in Education 
Room 4 - Tema destacado 2019: El impacto social de la Inteligencia Artificial: Políticas y nuevos modelos de gobierno para el cambio social (en español)
11:20-11:25 Transition Break / Pausa
11:25-13:05 PARALLEL SESSIONS
Room 1 Living in Digital Times
Learning through Unlearning: What People Need to Re-learn about Using Digital Technologies
Dr. Miquel Colobran,
Dr. Stephen Cheskiewicz, Assistant Professor, School of Industrial, Computing & Engineering Technologies, Pennsylvania College of Technology, Williamsport, PA, United States

Overview: A recent study examining perceptions of information security identified that people are mostly concerned about potential day-to-day threats that can affect them, and more importantly, their children. The study also found that most people don’t understand how to protect themselves because they have not been well educated about how to use technology safely and effectively. The authors suggest the need for courses or full educational programs in digital living. Our study examines how perceptions of digital natives differ from digital immigrants in that digital immigrants have real-world, pre-online experience to better put the use of online resources into context, as digital natives have less of an understanding in separating their virtual world from the real world. Our digital technology involves new advantages and new risks, only by means of education can these risks be mitigated.
Theme:Technologies in Knowledge Sharing
ICT Boundary Strategies and Spatio-temporal Rhythms in Everyday Working Life
Calle Rosengren, Assistant Professor, Department of Design Sciences, Lund University, Lund, Sweden
Kristina Palm, Assistant Professor, Karolinska Institutet, Sweden
Ann Bergman, Professor, Karlstad University, Sweden

Overview: The previous clearly defined spatial and temporal boundaries between work and private life are weakening in the trail of new technology and the digitalization of society. Access to ICT functions (email and text messages) enables employees to continue working after they leave the office. This study explores the process of how digital technology interacts with and affects relationships between work and private life, working conditions and wellbeing. It focuses on how digital technology is actively used by employees to manage accessibility to the different spheres. Using technology to achieve a balance between work and private life spheres is described as ICT boundary strategies. A case study was carried out involving three multinational industrial companies in Sweden. Time diaries and semi-structured interviews with a sample of 40 employees were used to see on how they manage the challenges of digital working life. The results indicate a wide variation in the participants’ ICT boundary strategies for balancing work and private life. The presentation highlights: how technology is tweaked to manage accessibility to different spheres by using multiple devices, keeping the spheres separate on ICT devices, and active use of ringtones; how work and private life are separated by dedicating technology to certain places (sedentarization); how the permeability of the domain boundaries varies depending on whether the sender is a family member, friend, work colleague or manager. Different strategies appear to be related to personal preferences, contextual variables such as workload, and the strategies of other colleagues and family members.
Theme:Technologies and Human Usability
Beyond Technophobia: Societies Embracing Technological Innovation
Christian Oggolder, Senior Scientist, Institute for Comparative Media and Communication Studies, Alpen-Adria-Universität Klagenfurt, Vienna, Vienna, Austria
Dr. Caroline Elisabeth Roth-Ebner, Klagenfurt, Austria, Austria

Overview: Beginning as an elitist technological innovation whose sole function was to transmit data, today the Internet and digital media play a central role in a global transformation process that affects all sectors of society, economy, politics, and the single individual (Castells 2005). Both the enormous growth of Internet users during the last decade and the increasing diversity of the respective usage possibilities reflect today's societal importance of the Internet and digital communication. The integration of the Internet into everyday life leads to a redefinition of lifestyles within an entirely mediatized society (Krotz 2012). In this paper, we will analyse by way of example some of the fields where technological innovation meets social transformation. The area of work may serve as a first example. The working environment is being transformed fundamentally along with the use of digital media: Not only communication has accelerated and proliferated, but also a blurring of the boundaries between leisure time and worktime can be observed (Roth-Ebner 2016). Second, childhood is increasingly being affected by the ubiquitous exposure to media, e.g. smartphones and tablets, which has consequences for peer communication, the organisation of family life and the way learning is performed (Livingstone 2013). As a third example, media content production has transformed in a way that users are participating much more in production processes. Traditional media are losing their function as gatekeepers (Bruns 2008), meanwhile bloggers and YouTubers attract diverse audiences. Therefore, we have to rethink common models of the public (Van Dijk 2013).
Theme:Technologies in Knowledge Sharing
The Impact of Information Communication Technologies in Sub-Saharan Africa: Undergoing Changes in Societal Norms as a Result of Access to ICTs
Dr. Trisha Capansky, Teacher, History, Independent Scholar
Overview: It is no coincidence that developing nations, who are witnesses to the financial benefit garnered by technological advances in western nations, are looking to emulate western communication practices in hopes of a similar outcome. Consequently, there is little doubt that a transformation in space and time ratios will occur within these developing regions. Yet, unlike in developed nations were the adaptation to contemporary communication platforms was arguably a three-hundred year process in the making, cultures in developing nations are undergoing changes that are controlled by how quickly outside investment can be secured and infrastructure can be put into place. With the adoption and popularity attributed to broadband technologies, the time gap is quickly narrowing. Emerging and developing countries present an unusual opportunity to examine electronic communication usage and impact on a culture. This proposed paper will provide an overview of our ongoing study on the impact of information communication technologies (ICTs) in sub-Saharan Africa. Data compiled from surveys disseminated within this region will be discussed with the question in mind: Does the technology change developing society and the types of communication, or is it simply providing a new means of transmission of the developing society’s norms of communication behavior?
Theme:Technologies in Society
Room 2 Learning Technologies
4-H Informal Education to Increase STEM Knowledge and Career Development in Underrepresented Youth: Hands-on STEM Programming for Minority Youth and Youth with Disabilities
Noelle Guay, 4-H Extension Agent, 4-H Youth Development Program, University of Florida, West Palm Beach, FL, United States
Overview: Palm Beach County 4-H Youth Development Program, in partnership with the University of Florida and Palm Beach County Board of County Commissioners, supports research, education/teaching, and extension projects that increase participation of underrepresented minorities from rural areas and youth with disabilities in Science, Technology, Engineering, and Math (STEM). These youth have been engaged through Palm Beach County 4-H after school clubs and have been partnered with caring, adult mentors including 4-H leaders as well as community partners, such as the Belle Glade Youth Empowerment Center, Florida Atlantic University’s Center for Autism and related Disabilities, and two rural public schools. These clubs focus on hands-on STEM programming and projects in the areas of robotics, engineering, food science and agricultural science. Having the opportunity to participate in hands-on, educational STEM activities year-round led by 4-H staff and University of Florida faculty enable these youth the unique opportunity to explore career opportunities, lead community service activities, interact with youth and adults outside of their neighborhoods, and have fun while developing critical life skills that will help them become productive and engaged citizens in their communities, their country, and their world. The goal is to empower, prepare, and encourage youth to pursue education and careers in STEM to meet future challenges across the world and increase technological advancement in all science arenas.
Theme:Ubiquitous Learning
Reinventing Schools: Confronting Our Troubled Times
Prof. Andrew Gitlin, Professor, Department of Lifelong Education, Administration, and Policy, University of Georgia, Atlanta, Georgia, United States
Overview: The US has again the highest wealth inequality in its history. This foundational trouble and the related troubles in the decline of democracies and the health of the environment suggest that doing nothing will likely result in rising violence, authoritarian leaders, and environmental events that could threaten the well being of humans, especially the poor. Given the dire consequences of these troubles something must be done. Schools, as currently constructed, are unlikely to make much of a difference and therefore they need to be reinvented to act on and confront societal troubles. A first step in reinventing schools is to fundamentally shift from a functionalist relation with society where schools only look to satisfy the status quo to a reconstructivist view that focuses on schools role in contributing to the production of a better society. Spaces of difference are one possibility to facilitate this restructuring. Spaces of difference, for example, can facilitate this restructuring because they provide a connection between school space and outside space such as communities such that a third space is formed that embraces differences (e.g., wealth inequality). Furthermore, spaces of difference are affordable because technology can easily “build” such virtual spaces without the unrealistic cost of brick and mortar. These technological spaces bring together schools and society and thereby reflect a wide array of interests that can challenge the status quo and confront the troubles of wealth, democracy and the environment. A final step is to transform these spaces from passive to activist orientations.
Theme:Technologies in Knowledge Sharing
Using Educational Technology to Promote Peace, Social Justice, and Sustainable Living: Lessons Learned from Teaching the World's Largest Course
Scott Plous, Professor of Psychology, Department of Psychology, Wesleyan University, Middletown, CT, United States
Overview: Action teaching is an instructional practice that contributes to peace, social justice, and sustainable living at the same time that it educates students. In this presentation, I describe several action teaching assignments that I gave to students in a Social Psychology MOOC (massive open online course), including a "Day of Compassion" assignment in which thousands of students around the world spent 24 hours living as compassionately as possible, submitted an essay analyzing the experience, and provided each other with peer feedback. Preliminary results suggest that MOOCs offer a cost-effective way to deliver high-impact learning opportunities on a large scale, and that online instructional technologies can deliver these opportunities to people who may otherwise have limited access to higher education.
Theme:Ubiquitous Learning
The Challenge of Integrating Technology into the Curriculum of Developing Countries: Relevance and Cultural Sensitivity
Paula Mac Kinnon, MindBloom Consulting, Mahone Bay, Nova Scotia, Canada
Dr. Gregory MacKinnon, Professor of Science & Technology Education, School of Education, Acadia University
Dr. Heather Hemming, Vice President, Acadia University

Overview: The potential for technology to empower education in public schools is undeniable yet the choice of appropriate technologies remains a challenge considering the digital divide that exists within developing countries. Using the Caribbean context as a backdrop, this paper will resist a "technoromantic" approach to leveraging new tools and instead examine the practical challenges associated with implementing relevant, culturally sensitive curriculum. This paper will address several curriculum projects that been undertaken in the Caribbean region. In particular, the inherent action research (mixed methods) has allowed us to glean unique insight into the perspectives and definitions that regional leaders hold for technology integration. As a result, we recommend a strategy for assisting them move forward in developing curriculum that models international best practice.
Theme:Technologies and Human Usability
Room 3 Social Transformations
Informational Sharing and Cultural Diversity in the Digital Age
Shu Chuan Chu, Associate Professor, College of Communication, DePaul University
Overview: With digital technologies facilitating the information sharing and knowledge exchange, virtual communities have become a global space that could facilitate consumers’ information search. This proposal examines how technologies have changed Internet users' information sharing behaviors and discusses the influence of cultural diversity in electronic word-of-mouth (eWOM) communication. Specifically, this proposal argues an important role of culture in information sharing in virtual communities by examining how new technologies have shaped and impacted the knowledge exchange process.
Theme:Technologies in Knowledge Sharing
Marking and Making Time: Temporality in Video Blogging of Gender Transition
Victoria Pitts Taylor, Professor, Feminist, Gender & Sexuality Studies, Wesleyan University, Middletown, United States
Overview: Video blogs are a highly popular way for people to narrate and share their experiences of gender confirmation surgery, hormone therapy and other modes of physical transition. Video bloggers use a variety of methods to mark the time it takes to transition, and to communicate the hardships caused by medical and legal barriers that slow down the process. This paper examines the ways that time and temporality are measured and crafted in video blogs of gender transition, and considers the relationship between physical, embodied and virtual temporalities as they converge in these forms of social media.
Theme:Technologies in Society
Being in the Digital World: Flusser and the Future of Thinking
Peter Nemes, Lecturer, Department of International Studies, Indiana University, Bloomington, Bloomington, United States
Overview: It has been over three decades that Vilém Flusser expanded his philosophy of photography into a prophetic vision of humanities' leap into a universe of technical images. Revisiting the notion of the future of writing (and, as a consequence, the end of history) as well as the notion of a return of image-based thinking allows for directly questioning how digital technologies change the possible answers to the age-old quest of what it means to be human. This philosophically driven exploration of the digitalized world that we now inhabit is the goal of my paper. Using Flusser's unique phenomenological approach I will investigate the ways in which knowledge is formulated and how understanding is shaped by our altered being in the (digital) world. Flusser foresaw and anticipated but never actually experienced the fully connected existence of Homo Digitalis and engaging his ideas now is more important than ever. A separate but connected line of inquiry is the question of absence and presence, a dynamic that is at once at the core of how humans communicate and inhabit the world and a central concern of the effects of technology on us. The goal is to go beyond the cataloging of potential or already visible problems of digital technologies' impact on human psychology and think about the state of being that we are in now in a concrete and phenomenological way.
Theme:Technologies and Human Usability
The Virtual Women Community: A Supportive Environment for Exposure and Intimacy
Dana Weimann Saks, Lecturer, Communication, Yeezrel Valley College, Zezreel valley, Israel
Vered Elishar-Malka,
Dr. Yaron Ariel, Lecturer, Yereel Valley College, Israel

Overview: This study examines the activity and expression patterns of women within closed, multi-participant women's Facebook groups. At the research center, the three largest groups of their kind in Israel, which have been created, and are now being managed by, and dedicated exclusively to, women. This study aims to learn about the unique women's virtual community by examining the type of dynamic and discourse that take place within these groups: their usages patterns, their perception of intimacy, sharing, support, and self-disclosure. A quantitative content analysis was conducted to randomly examine posts that were written during December 2017-January 2018 by members and administrators of the groups. A total of 1,500 posts were analyzed, including their threads properties. In addition, the Facebook profile of all the group members who had published these posts were analyzed for further information. The most popular topics of the posts were health (14.7%), motherhood (12.7%), relationships with partners (12%) and sexuality (9.3%). The majority (92%) of them included a positive message expressed by their author. Most of the posts (89%) included dialogical elements. Furthermore, in most (94%) of the posts, the authors' name, picture, and Facebook's full profile were overt. A positive correlation was found between the level of personal exposure and the depth of discourse that followed. We also found a negative correlation between the level of personal exposure in the group, and the number of friends on the user's page, a possible indication of the central role that these groups play in their users' lives.
Theme:Technologies in Knowledge Sharing
13:05-13:55 Lunch / Almuerzo
13:55-15:10 PARALLEL SESSIONS
Room 1 Mobile Media
Mobile Devices as a Design Platform: Perceived Effectiveness of Tablet Devices for 2D and 3D Design
Dr. Stan Guidera, Professor, Department of Architecture and Environmental Design, Bowling Green State University
Overview: This study investigates the intersection of two emerging trends in design fields: the increasing rate of adoption of mobile computing and the shift in design fields from a two-dimensional to three-dimensional model-centric design processes in which the 3D model functions as database for project-related information as well as a visual representation. The ability of mobile devices to run apps with the functionality of desktop applications could yield substantive changes in design workflow. The rate of adoption of tablets and mobile devices among students and faculty is of particular interest to academics involved in preparation for professional fields in the design disciplines. However, research related to the effectiveness of tablet devices as either a standalone design platform or a means to enhance design processes is limited, particularly in terms of the role of mobile design in professional education. Therefore, this study was developed two primary objectives. First, it investigated the extent to which tablet and mobile devices were perceived by students, educators, and professionals in design-related fields provided an effective platform for the development of both 2D and 3D design skills. Secondly, it investigated the extent to which students and educators in design fields perceived that, by gaining experience during their academic training, tablet-based design processes contributed to their professional preparation. Participants were asked to complete 2D drawing and 3D modeling tasks using tablet-based apps and then completed an on-line survey structured to facilitate statistical analysis intended to support the conclusions and recommendations.
Theme:Technologies in Society
Spatial Design and the iPhone: Utilizing Students’ Cognizance of an Everyday Technology to Investigate and Design Space
Sheryl Kasak, Adjunct Associate Professor, CCE, Department of Interior Design, Pratt Institute
Overview: Through a series of studio projects this paper discusses how the moving image and film editing vocabulary and technique can be used as resources for understanding light, sound and time in the design process. The iPhone has allowed for the constant presence of video in our daily lives. Capturing information as still or moving images; what format to shoot in; standard rectangular, time lapse, slow mo[tion], video, square or pano[ramic] format has become an innate activity. Our framed view becomes objective as the device determines the image boundaries. This familiarity with the smart phone as both a mediator and conveyor of experience combined with the predication of how we place ourselves with[in] space might allow us to utilize these devices as design tools. In studio, students analyzed films including Blade Runner. The character Deckard uses an "Esper" machine to navigate a 2d image 3 dimensionally, enabling the viewer to inhabit the photographic space and understand the spatiality and relationships of elements within the room through a perceived occupancy including light and reflection. This scene is an important reference as it allows navigation through a filmic image while using calibrated coordinates, reinforcing the importance of data collection as a design tool. Film/video has proven to be a relevant tool for students as they formulate their ideas about space into something experiential and not representational. The results are progressive and sometimes unconventional, but speak to the vital relationship between the phenomenological and the spatial when designing environments for occupancy.
Theme:Ubiquitous Learning
Room 2 Governance and Agency
AI and Human Competencies: Imagination, Resolution and Agency
Callum McEachern, University of Tasmania, Australia
Overview: The deployment of existing digital technologies is resulting in reactive governance and education policies across all social, cultural and political contexts. Closer analysis shows unexpected impacts on the learning and decision-making capacities of democratic citizens. In particular, how temporal and spatial factors are reshaping risk assessment, problem-solving and memory. This trans-disciplinary study explores the potential impact of AI on cognitive and emotional intelligence. Could AI weaken place-based relationships that generate diversity in knowledge, skills and values? Could deploying AI without robust citizen competencies, erode ownership of 'ends and means' and the realisation of human needs? How to revitalise the role of physical experience in developing critical, cooperative and creative competencies is discussed. Solutions to improve governance are also presented in models to strengthen community motivation, abilities and opportunities for learning and decision-making about AI.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Artificial Intelligence and Probability as Techniques for Human Problem Solving
Thomas D. Barton, Teacher, Cornell Law School, Cambridge University
Overview: Human ingenuity has devised a variety of devices for resolving social problems, techniques that seemingly bear little in common. Among these varied methods are random selection; scientific investigation; markets; democracy; religious decree; contracts; and state enforced public norms (i.e., laws). Each distinct realm employs different methods for problem resolution, and produces outcomes in different forms. As each emerged historically, each carried powerful social or philosophical repercussions. Modernly, social problems migrate among these decisional realms with relatively little formality, planning, or even coherence. That spontaneity is not necessarily bad; like biodiversity, the uncoordinated differences among the problem solving techniques together make possible a more workable society than would emerge from exclusive reliance on fewer techniques. In recent years, two new devices have become highly significant to human problem solving: probability and artificial intelligence. Probability, though not new, has broadened and intensified with the ability to aggregate vast data sets electronically. Artificial intelligence, in the strong sense of machine self-learning, is similarly enabled by the explosion of information and computing power. I propose to examine probability and artificial intelligence as newly invented devices for problem solving. Each tool carries uniquely new qualities and capabilities; each may be projected to address problems within a certain range or with certain attributes, and to bear distinct social, moral, economic, and political consequences.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
AI and the Hyperinflation of Supremacy
Dr. Paul Hawkins, Board Chair, Working Diversity, Inc., Pittsburgh, PA, United States
Overview: This paper examines the relationship between supremacist sociopolitical systems and AI, each of which has been developing along its own temporal trajectory. It fundamentally asks whether those trajectories are converging in the early twenty-first century, and if so, what consequences may result. Of particular interest is the problem of hyperinflation, whereby AI may supplant human cognition as supremacy’s propellant, thereby geometrically growing its structural influence. If this hyperinflation of supremacy is indeed on the horizon, this paper will suggest how social justice activism may likewise need to rapidly evolve in order to create future anti-supremacist countermeasures.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Room 3 Workforce Impacts
Putting AI to Work: Technology and Policy for Enabling the Workforce
Dr. Brandie Nonnecke, Postdoc; Research & Development Manager, CITRIS & the Banatao Institute, University of California, Berkeley, Berkeley, United States
Manasa Gummi, MPP Graduate, CITRIS and the Banatao Institute
Camille Crittenden, Deputy Director, CITRIS and the Banatao Institute
Dan Gillette, Sr. Research Scientist, CITRIS and the Banatao Institute
David Linderman, Director, Health Initiative

Overview: Technologies powered by artificial intelligence (AI) promise to transform the future of work, with wide-ranging effects on employment, wages, and income distribution. In the face of dystopian forecasts of robots replacing workers, we have an opportunity to consider how AI and intelligent tools can enhance and augment human labor rather than replace it. Emerging technologies can be applied to make the workforce more inclusive, helping to bring new populations into the workforce or assist workers to maintain meaningful employment as they age. We explore the pace and extent of the effects of AI on the workforce with a particular focus on its adoption for innovations serving the aging and individuals with disabilities where we investigate application of AI in training and workforce development; job discovery, selection, and access; and enhancing and augmenting human labor. In order to better ensure the development and deployment of AI in the workforce is more inclusive, especially for older populations and those with disabilities, we conclude with private and public sector policy recommendations that seek to support development of educational and workforce training models, inclusive design and reasonable accommodation considerations in the workplace, and development of economic and social safety nets for those caught in the crosscurrent of automation.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
The Impact of Knowledge Management on Projects Success
Arik Sadeh, Faculty, Technology Management, HIT Holon Institute of Technology, Holon, Israel
Prof. Dov Dvir, Prof. Emeritus, Management, Ben Gurion University of the Negev

Overview: This paper deals with the impact of knowledge management in an organization on various types of projects, the organization performs. According to Peter Drucker knowledge is the only meaningful economic resource. There is no generally accepted definition of Knowledge Management; However the creation and diffusion of knowledge have become ever more important factors in competitiveness. This study examines the impact of the various components of knowledge management on the performance of projects performed in Israel. Success of technological ventures is measured in wide spectrum of variables. One category of measures is about the contribution of a venture to the developing organization in expanding the technological infrastructure of the organization, and increasing the level of knowhow and knowledge in the developing organization. Other not less important aspects of success are in terms of meeting economic goals and penetration to new or existing markets. The projects were grouped into three different groups, defined by the level of Novelty of the project's product, the level of Technology required to perform the project and the level of Complexity of the product it produces. The paper shows the impact of the various components of knowledge management on projects at large and on the different groups in particular and also shows that the impact of knowledge management on the success of projects varies according to the levels of Novelty, Technology and Complexity of the projects.
Theme:Technologies in Knowledge Sharing
Cultural Diversity in the Digital Age: Developing Mobile Support for Migrant Professionals
Nataliya Berbyuk Lindström, Senior lecturer, Department of Applied Information Technology
Sylvana Sofkova Hashemi, Associate Professor, Department of Pedagogical, Curricular and Professional Studies, University of Gothenburg, Gothenburg, Sweden

Overview: Fluency in the language of host society in combination with early entry into the job market are essential elements of successful migrant integration and social inclusion. Due to its accessibility, mobile technology can serve as a support and bridging tool for many people for both language learning and managing employment opportunities. The aim of this study is to explore what professional integration needs the newly arrived professionals (teachers, healthcare professionals and engineers) coming to Sweden, one of the top recipients of asylum applications per capita, experience. Further, we discuss how to develop mobile support to enhance a personalised and sustainable professional integration. We apply participatory design principles conducting semi-structured focus group interviews and interactive workshops with above mentioned migrant professionals, mentors and language teachers. Thematic content analysis is used for analysis of the data. The results demonstrate diverse professional needs and requirements for digital competence for work and at work. The study also gives suggestions for developing mobile applications for enhancing integration of professionals in the Swedish labor market.
Theme:Technologies in Knowledge Sharing
15:10-15:25 Coffee Break / Pausa para el café
15:25-17:05 PARALLEL SESSIONS
Room 1 Technological Determinism
A Sustainable Living Lab for Smart Grid Knowledge Transfer into Society: Mobility2Grid
Mr. Julian Alexandrakis, Technische Universität Berlin, Berlin, Germany
Henrike Weber, Post-Doc, Technische Universität Berlin, Germany
Dr. Birgit Böhm, Post-Doc, Technische Universität Berlin, Germany
Karoline Karohs, Process Manager M2G, Mobility2grid e.V., Germany

Overview: Results of regular representative surveys on environmental awareness in Germany show, that one of the most important environmental tasks for the respondents is to reduce CO2 emissions and switch to renewable energies. They consider themselves as well-informed about environmental knowledge, but only a few change their consumption habits. Thus, transferring knowledge from complex transformation processes such as mobility and energy systems, seek for innovative mechanisms. The Sustainable Living Lab Mobility2Grid develops sustainability innovations by using electric vehicles’ batteries as storages for renewable energies in a decentralized urban micro smart grid. Transferring its results into society is a key task of M2G. Hence, this paper focuses on the question: What knowledge about mobility and energy transition can and must be imparted trough target group-oriented training programs? The case study is, from a methodical perspective, approached as an action research case, and hence aims at discovery, interpretation, reflection and insights. Primary data was gathered from a qualitative survey with participants after each training session (module). In total nine trainings with employees of different institutions and industries such as energy, mobility, city cleaning, transport federation, science and education were carried out. The study shows that a technical understanding, fundamental connections about the topic of electro mobility and micro smart grids, an improved understanding of the electro mobility`s historical development and last but not least, an outlook and future ideas of electro mobility were key categories of learning outcomes.
Theme:Ubiquitous Learning
The Impact of New Technologies on the Production of Television News
Dr. Steven C. Koehn, General Manager of UINDY TV and Assistant Professor of Electronic Media, Communication, University of Indianapolis, Indianapolis, IN, United States
Overview: This is an investigation of the impact of robotics, A.I. writing programs and new wireless technologies on the production of television news. In less than twenty years, the television news studio has gone from an average of over twenty crew members necessary to produce the newscast to an average of three or less as new technologies replaced newsroom personnel. Now, while research has been conducted on the loss of certain television positions and their impact upon the job field due to technological changes, the impact upon the quality of the news programming has not been investigated. In this study, on-going qualitative data is being collected from four television stations’ news programs as new technologies are being implemented in the news production process. Presently, the data consists of interviews with individuals at news stations who have experienced the technological changes shift in the production of the news and a content analysis of the trade articles that relate to the new production processes and observed effects. The ability to present quality news reports for the public to make critical decisions is paramount for a democratic existence. However, research has shown that technological determinism shapes the development of cultural values quite frequently in un-foreseen ways. Are we facing a situation where these new technologies subvert the production of news or not? Thus, the preliminary findings of the study will be presented in regards to the impact of new technologies in television news production and the implications of the changes.
Theme:Technologies and Human Usability
A Philosophical Perspective on the Wise Use of Technology
L. Scott Cole,
Overview: Technology impacts the quality our everyday lives for better and for worse. But can we make generalizations about how a “wise” person should think about, and engage with technology? This is the question I will address in this talk, in part by highlighting the work of contemporary American philosopher of technology Albert Borgmann. In the first part of the talk, I discuss the concept of wisdom, which has been the subject of philosophical inquiry since Plato. I will review the relation between wisdom and humility, rationality, factual knowledge and practical knowledge. I will argue that practical knowledge—that is, knowledge about how to live a good life—is necessary component of wisdom. In the second part of the talk I introduce Borgmann’s perspective on the relation between the use of technology and living a good life. Borgmann’s work is both descriptive and prescriptive. He asserts that modern technology exhibits a consistent pattern: it tends to reduce humans’ engagement with reality and participation in social life, and that this negatively impacts quality of life. Borgmann’s prescription is to make a conscious effort to engage with aspects of reality that he terms “focal.” Focal things and practices are good in and of themselves; they reorient our lives and provide sense and meaning. I conclude by briefly reviewing some critiques of Borgmann’s view.
Theme:Technologies in Society
Room 2 Bridging the Divide
Mobile Technology for Inclusive Society: User Modelling for Targeted Integration
Sylvana Sofkova Hashemi, Associate Professor, Department of Pedagogical, Curricular and Professional Studies, University of Gothenburg, Gothenburg, Sweden
Nataliya Berbyuk Lindström, Senior lecturer, Department of Applied Information Technology

Overview: Sweden is one of the top recipients of asylum applications per capita in Europe. Increasing cultural and linguistic diversity is a challenge in the society to achieve successful social and professional inclusion. Getting employment, education, housing and access to healthcare are essential means of integration, which can be facilitated by language and cultural knowledge as well as contacts with the members of host society (Ager & Strang, 2008). Mobile technologies enable authentic, interactive and social contexts for learning and can serve the purpose of a bridging tool to the host society. Newly arrived migrants in Sweden have and use smartphones. The aim of this study was to map available mobile technology and to explore how the existing apps meet the migrants’ learning and integration needs. A sample of apps was first selected based on evaluation of technological, pedagogical, linguistic and cultural criteria (the TPLC-model). Next, we conducted user tests over a three weeks period with 44 newly arrived Arabic-speaking migrants of selected apps of different functionalities and learning activities (language and vocabulary training, intercultural communication, social interaction, etc.). We used questionnaires for background, self-estimation of Swedish language, cultural and societal competences and perceptions of necessary information to become integrated. The results demonstrate that apart from translation and vocabulary apps, mobile apps are hardly used by the newly arrived migrants. One reason is lack of targeted language and cultural training that facilitates migrants’ immediate needs for employment, accommodation, contact with locals as well as cultural factors in relation to design.
Theme:Technologies in Knowledge Sharing
Defining Digital Skills: A Literature Review
Melissa Sassi, Program Manager, Startup Ecosystem, IBM, San Jose, United States
Overview: According to UNESCO, “literacy is the ability to identify, understand, interpret, create, communicate, compute, and use printed, and written materials associated with varying contexts." However, there is no such consensus or clarity around a definition for digital literacy. Without such a global or uniform definition, it is difficult for the world to address digital inclusion and measure progress. Imagine the impact if the United Nations, the IEEE, or a similar body were to support a comprehensive framework for digital skills and intelligence and endorse a global standard for a definition of digital literacy and skills. This could aid in achieving a measurement and reporting methodology while enabling individuals, organizations, and nation states to track their progress over time, while proving the necessary building blocks for individuals in the Global South to gain the necessary skills for the future of work and the 21st century economy. While 50% of the world is technically connected to the internet, how many are making meaningful use of its power? Similarly, how many truly have the digital skills necessary to transition from consumers of technology into creators, makers, and doers empowered by technology? The UN sustainable development goals repeatedly underline the importance of technology and inclusion as enablers of development and economic growth. The pairing is essential – unless concrete efforts are made to give everyone access to the right skills, digital tools risk being a force for inequality. Without this foundation, there cannot be true inclusion, an especially dire challenge for forgotten stakeholders.
Theme:Ubiquitous Learning
Games the Dust Particles Play: Dust Explosion Simulator
Mr. Srivatsan Prativadibhayankara, Gameplay Programmer, Development, Level2 llp
Mytreya Venkata Urukram Pattaswamy, Gamer Programmer, Game development, Level-II LLP

Overview: Safety is an indispensable faculty in manufacturing sector as it impacts on health, hygiene and often survival of the biome. Nevertheless, its complex and multidisciplinary nature did not allow for mathematical treatment. To the other extreme it may not be right strategy to express it mathematically, since it requires to work with novices in shop floor. Instead a shallow level treatment which aids in the development of human reflexes is desirable. Thus, we propose a new paradigm of understanding safety through gamification taking dust explosions as a specific case. By gamification, it is easier to enter into the psyche of the individual compared to mathematization. Thus, using proper level designing, the art of safety and its prevention can be made as human reflexes independent of age, IQ, EQ, gender.
Theme:Technologies and Human Usability
Geomedia, Tourism, and Civic Engagement
Divya Mc Millin, Professor and Executive Director, School of Interdisciplinary Arts and Sciences, University of Washington Tacoma, Tacoma, Washington, United States
Orlando Baiocchi,

Overview: The purpose of this paper is to explore the essential elements of geomedia: the locative potential of media and the potential of mediated locations in civic engagement. Case studies offer a way to examine both annotative (virtual tagging) and phenomenological (subjective action) elements. The spatial turn in media studies centralizes location-based questions, and intersecting with geomedia schema, allows us to identify users as individual actors. This paper analyzes firstly two small-scale grassroots tourism initiatives in Kolkata and Bengaluru, India. These case studies demonstrate the use of social media, print journalism, blogs, art exhibits, television appearances, and folk and street theater, to advocate for the preservation of heritage buildings and parks, to reclaim identities and to ensure legacy. Based on fieldwork and interviews with tour guides in both cities, the paper discusses the complexities of producing place and nation, the field of tension between reaffirming local authenticities and responding to the logics of state-driven forms of globalization. Following, the paper focuses on the Azores Geopark located in the archipelago of the Azores, Portugal and part of the European and the UNESCO-assisted Global Geopark Networks. Its mission is to ensure conservation of the geological heritage and to encourage sustainable development, while promoting responsible tourism and the well being of the local population. The Azorean Geopark case study includes a critical discussion of the use of wireless and mobile information technologies. Together, the case studies reveal the value of technology in promoting participatory citizenship and enhancing the dynamics of collaboration and community building.
Theme:Technologies in Knowledge Sharing

Mar 12, 2019
08:30-09:00 Conference Registration Desk Open / Mesa de inscripción abierta
09:00-09:20 Daily Update / Noticias del día

Dr. Phillip Kalantzis-Cope, Chief Social Scientist, Common Ground Research Networks, Champaign, United States
09:20-09:55 Plenary Session / Sesión plenaria (en inglés)—Ronda Zelezny-Green, Honorary Research Associate, Royal Holloway, University of London, UK

"Okay Google: Considering Policies to Address Racial and Gender Bias Echoes in AI Systems"

Ronda is a mobile technologist, educator, and researcher, whose professional experience spans the public, private, and civil society sectors. She specializes in educational technology (especially mobile learning), gender, teaching and training, and policy advice. She has provided quantitative and qualitative market insight and analysis as well as project implementation leadership for a wide range of stakeholders including schools, mobile network operators, governments, and international NGOs. Ronda regularly publishes in academic forums and is globally recognized as the world’s foremost expert in gender and mobile learning. She holds a PhD in Human Geography with an ICT4D focus at Royal Holloway, University of London, where she is also an Honorary Research Associate, and is a Co-Founder and Director of Panoply Digital. Dr Zelezny-Green currently works as a director at the GSMA, the global trade association for the mobile industry.
09:55-10:25 Garden Conversation / Charlas de jardín

Garden Conversations are informal, unstructured sessions that allow delegates a chance to meet plenary speakers and talk with them at length about the issues arising from their presentation. When the venue and weather allow, we try to arrange for a circle of chairs to be placed outdoors.

Las charlas de jardín son sesiones informales no estructuradas que permiten reunirse con ponentes plenarios y conversar tranquilamente sobre temas derivados de su ponencia. Cuando el lugar y el clima lo permiten, se realizan en el exterior.
10:25-10:30 Transition Break / Pausa
10:30-12:10 PARALLEL SESSIONS
Room 1 New Media Ecosystems
Of Trolleys and Tesla: Could Trolley Cases Help Us Understand How to Program Autonomous Vehicles?
John Basl, Assistant Professor, Philosophy, Northeastern University
Jeff Behrends, Lecturer, Philosophy, Harvard University, Cambridge, United States
Mark Lee, Harvard Law

Overview: In this paper, we hope to explain how theorizing about Trolley Cases is related to answering ethical questions facing the employees of car manufacturers. We canvas three important accounts of this relationship already defended in the literature. We first consider two instances of Trolley Optimism, views on which thinking about trolley cases bears in an important way on how autonomous vehicles (AVs) should be designed. A traditional form of Trolley Optimism sees Trolley Cases as structurally identical to real-world cases involving AVs and seeks to deploy traditional philosophical resources to inform the design of AVs. A second form, inherent in the MIT Moral Machine approach, seeks to use Trolley Cases to collect responses from a wide audience, aggregate that data, and then apply the insights gleaned from that data to enact our collective preferences in the design of self-driving cars. Trolley Pessimists are skeptical of the value of Trolley Cases, typically because either they doubt the value of thought experiments or think that AV crash scenarios are too dissimilar to Trolley Cases. We too think that deciding how to program AVs is importantly different than deciding what the best course of action in a Trolley Case is. But our Trolley Pessimism is grounded in the view that the machine learning systems that are the foundation of self-driving cars force us to adopt a paradigm on which it is choices about entire training sets that are subject to ethical evaluation, significantly diminishing the value of Trolley Cases.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
New Media Ecosystems: Amazon and the Emerging Knowledge Economy
Eric Freedman, Dean and Professor, Columbia College Chicago
Overview: The ongoing industrial migrations of new technologies (game engines, artificial intelligence, augmented and virtual reality, and 3-D imaging) across commerce, news, entertainment, prototyping and manufacturing, scientific visualization, education and within the military suggest they have broad power for organizing the cultural field. In a multi-million-dollar deal with game developer Crytek, Amazon licensed the CryEngine in 2015 as a codebase for its own proprietary Lumberyard engine; the company's goal was to expand the Amazon Web Services ecosystem by consolidating a suite of products and services for video game developers (tools for building, hosting, and livestreaming). And with its 2017 acquisition of Body Labs, a 3D body modeling startup, Amazon expanded its investments in artificial intelligence; the company's interest in avatar-based technologies is part of a broader visual communications and e-commerce strategy. This paper foregrounds Amazon as a case study model of an emerging new media ecosystem--an industrial arrangement that has emerged to concretize the exchange value of integrated software and hardware mechanisms, with the broader goals of connecting information to e-commerce, pairing knowledge to technobiographic identity models, and shaping the emerging technology trends for communities (no-fault algorithms and conversational computing). With close attention to Amazon's acquisition and build strategy, and its hermetic information systems and workflows, this paper unravels the complex intersectionality of the company's technocentric portfolio.
Theme:Technologies in Society
Twitter as a Journalistic Work-Tool in a "Twitter-unfriendly" Society
Dr. Yaron Ariel, Lecturer, Yereel Valley College, Israel
Vered Elishar-Malka,

Overview: Twitter is one of the most popular online social networks worldwide, however, in Israel, for the majority of the population - enthusiastic users of other online social networks -Twitter is an unfamiliar arena. Unlike most Israelis, news media professionals (as well as politicians and PR personnel) are dominant users of the platform. To examine Twitter roles in their lives, senior news professionals with active Twitter accounts were identified as the target population, and were then asked to answer a questionnaire that included closed and open questions. Our findings demonstrate that Twitter use has a professional orientation: 64% of the respondents tweet only as part of their journalistic position, and 77% of those tweets are designated for their colleagues and not for the public. A significant difference was found in the presumed influence of Twitter, with a higher attributed influence for those who used Twitter more than two years and the lowest for those who used it for less than three months. Analysis of responses to the open questions on the questionnaire reveals seven primary reasons for the adoption of Twitter: Self-curiosity, Being innovative, Expressing their unique voice to relevant actors, Supporting work routines: quick updating and expanding the circle of sources, Exposure to additional audiences, "Marking territory" - quickly and effectively being the first to publish information, and, Editorial board pressures.
Theme:Technologies in Knowledge Sharing
Room 2 Defining and Shaping Third Spaces
Social Impact of Gaming in India
Divya Mc Millin, Professor and Executive Director, School of Interdisciplinary Arts and Sciences, University of Washington Tacoma, Tacoma, Washington, United States
Overview: What is the social impact of gaming in developing economies such as India? This paper seeks to address this question through the case study of the League of Extraordinary Gamers in Bengaluru, India through four phases of fieldwork spanning 2013-17. The theoretical concept of Thirdspace allows us to explore more fully, the process by which young media users in India leverage their connectivities and technology options to produce a “place” they can habit meaningfully and powerfully. The first phase of fieldwork in 2013 in Bengaluru, one of the first cities to be digitized, revealed significant upheavals in the city with the installation of fiber optic cables throughout. It was that summer that LXG was established, necessitating fieldwork in summer 2015 when the gaming industry achieved a dramatic spike. Analysis of LXG campaign strategies and marketing materials, as well as interviews continued in early 2016, both with shoutcasters and marketers in Bangalore as well as developers in Seattle and Bellevue, Washington, where the most popular games are developed. The final phase of fieldwork was conducted in summer 2017, where visits to four private universities in the city and interviews and participant observation at LXG, filled in the gaps on media preferences and gaming habits. Thinking through gaming centers and streaming programming as Thirdspace advances our understanding of how new technologies can engender notions of global citizenship and local agency.
Theme:Technologies in Society
Hookup Apps and the End(s) of Community
Greg Goldberg, Associate Professor, Sociology, Wesleyan University, Middletown, United States
Overview: Critics have faulted Grindr and similar "hookup apps" for commodifying social relations; instead of treating potential partners as "human beings," Grindr users are thought to treat each other as objects to be consumed and disposed of at whim. In other words, what ought to be a community or collective of users is instead a market. In this paper, I draw from the so-called "antisocial thesis" in queer theory to critique this valuing of communal and collective relations. I propose that the market-like relations established through apps like Grindr may in fact be politically desirable insofar as they thwart the desire to know, speak for, and act in the interest of others – a tendency that may appear altruistic but has annihilative ends. I also consider the implications of these market-like relations on the establishment and maintenance of identity.
Theme:Technologies in Knowledge Sharing
Co-Ability through the Coming Together of Solid Bodies : Arguments by Means of a New Synthesis of Objects and Bodies
Renata Dezso-Dinnyes, Assistant Lecturer, MOME Digital Craft Lab, Moholy-Nagy University of Art and Design, Budapest
Overview: The purpose of this proposal is to discover convincing arguments by means of a new synthesis of objects and bodies, as well as to seek ways of presenting design culture as an integrative discipline that allows researchers to formulate new questions for the field. The proposal accommodates a design approach to understand the intercorporeality between disabled recipients and design technology, focusing on practice to theory links (with emphasis on understanding the complex social phenomenon of stigmatised identities). The design process data were further analysed by using an interpretive approach to prove a grounded theory. The research was conducted in a context characterised by the changing character of disability and the nature of solid bodies coming together. What happens when instead of the body normative organisation, the body could be considered as diversative and be fluidly multiplied? Can it create a new nomad energy exchange between entities? Also, can it create new productive and innovative existence by not using normative functions, and by using normative "Body Schema" only? Does the launch of inorganic technology automatically mean the deconstruction of the subjective self? Our understanding of the actors involved will be deepened if normative power is not exercised. Thus, not only their personal experiences will be brought into the project, but also the social forces will provide a rich array of research opportunities. The aim is to understand the network between organic and inorganic bodies better, to achieve an improvement in the contemporary complexities of human life.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Virtual Coaching: Leveraging Technology for Professional Development of Teachers
Dr. Gregory MacKinnon, Professor of Science & Technology Education, School of Education, Acadia University
Delise Williams, Bryant College, Saint Kitts and Nevis
Terry Ann Marsh Roberts, Teacher Educator, Antigua State College
Yvonne Jones, Teacher Educator, T.A. Marryshow Community College, Grenada

Overview: Communication technologies were accessed to offer virtual coaching to literacy teachers in six Caribbean countries. Expert coaches provided professional advice to teachers as they taught in public school classrooms. Using a mixed methods action research methodology, the efficacy of the coaching system was evaluated as a reasonable cost effect alternative to onsite visits. Field notes, surveys, interviews and focus groups were reviewed in an iterative fashion in order to offer thematic assessment and potential improvements to the system.
Theme:Technologies in Knowledge Sharing
Room 3 Virtual Environments
Museum Affinity Spaces: Exploring the Potential of a New Tool for Re-imagining Museum-school Partnerships for Multiliteracies Engagement and Learning
Dr. Stefania Savva, Postdoctoral Research Fellow, Department of Multimedia and Graphic Arts, Cyprus University of Technology
Dr. Nicos Souleles, Associate Professor, Department of Multimedia and Graphic Arts, Cyprus University of Technology

Overview: The proposed research shall give insights into the potential of immersive virtual environments (IVEs) to act as platforms for developing and evaluating multiliteracies learning for students. To examine the latter, this paper delves into the Museum Affinity Spaces (MAS) project, an empirically based, pedagogically-driven research initiative, entailing plans for a platform targeted at museums/galleries and learning institutions such as schools and universities, which allows them to form partnerships and be immersed in a virtual environment in order to enrich classroom experience and overcome physical limitations of attending a cultural space. The overall aim of the MAS project is to grant students with opportunities to gain experience of museums and cultural heritage beyond national boundaries and enhance their literacy repertoires by incorporating understandings of technology-enhanced museum learning as a multiliteracy practice. The intention is for school-teachers, museum educators, and students to be able to use a virtual platform themselves and in collaboration with other parties from around Europe and the world, either through synchronous or asynchronous learning to develop learning activities deriving from museums. The project employs design-based research (DBR) and is structured to unfold in three phases: preliminary analysis, the prototyping stage, and implementation and evaluation or assessment. This presentation shall focus on the preliminary analysis and prototyping stage of the project, as it was carried out during the first six months since the project embarked.
Theme:Ubiquitous Learning
Professional Learning Communities: Possibilities for Distance and Online Learning
Dr. Heather Hemming, Professor and Academic Administrator, Education, Acadia University
Overview: One of the challenges of asynchronous course delivery is that by nature they involve less live interaction that either face-to-face classrooms or using online synchronous platforms. For the most part, establishing collaborative online communities for students is considered basic to course delivery. For those engaged in online teaching it is well understood that the creation of dynamic online learning communities entails much more than connecting students enrolled in the same course. Making learning meaningful with authentic opportunities for participants to engage in “deep learning” was, in this case study, a paramount feature to the course design. Marrying the opportunities technologies offer with this goal led to the creation of an assignment aimed towards knowledge creation and purposeful use of digital tools and resources that enable and accelerate the process of deep learning. The study is descriptive and exploratory in nature. The focus of this exploration is an assignment entitled Leadership & Informal Assessment - Preparing for a Professional Learning Community. This task was intended to embed the assessment framework within the context of the assignment. Data collection was analyzed using the following items on a 5- point scoring scheme. Did the assignment: create a session whereby participants are actively involved in learning and using embedded technology, reflect a understanding of the principles assessment and the topic of focus? And, adopt a facilitating approach? The results indicate promising possibilities that may have implications across several realms beyond course delivery.
Theme:Technologies in Knowledge Sharing
What Drives Support for Self-Driving Cars?: A Survey-based Experiment
Joshua Ferno, Student, Department of Political Science & Policy Studies, Elon University, Elon, NC, United States
Overview: Technological advancements for the production of autonomous vehicles are nearing levels of commercial availability, promising to bring dramatic changes to everyday life. The degree to which these vehicles are integrated into the transportation system will be heavily dependent upon regulatory policy. Public opinion about self-driving vehicle policy will inform those policies. This study seeks to understand the current landscape of public opinion on self-driving cars and how it may develop in the future. The project leverages a series of survey-based randomized and controlled experiments, designed to present varied information about perceived benefits and drawbacks to autonomous vehicle technology, to a representative sample of the United States to shed light on the nuance behind correlates of public opinion in this area. Findings offer insight on citizens’ attitudes toward the role of government in this emerging technology, as well as contribute to a conversation regarding the perceived value of human autonomy relative to that of the labor-saving benefits of automation. Results suggest that stimuli related to personal safety and autonomy are particularly important, more so than stimuli related to economic implications. Findings are relevant to scholars, policymakers and industry members alike regarding the extent that particular arguments about autonomous vehicles can affect their image among consumers and the wider public.
Theme:Technologies in Knowledge Sharing
Room 5 Academic Applications
Academic Information Services in the Advent of Artificial Intelligence
Prof. LiLi Li,
Overview: Impacted by the digital revolution, academic libraries worldwide are in transition to change ways of information delivery and dissemination to support excellence in teaching and learning. To illustrate the impacts of Artificial Intelligence (AI) on future academic information services, this proposed presentation mainly focuses on the advance Artificial Intelligence (AI) in the fields of Deep Learning, Machine Translation, Roberts, and Voice Recognition, since they are driving forces to shape the next generation of academic information services in the future. The paper explores new challenges and opportunities for academic libraries worldwide in this section. In addition to general discussion of academic administration, budget control, staff training, etc., this proposed paper will explore technical limitations and legal impacts of the future Artificial Intelligence (AI) applications used in academic learning environments.
Theme:Ubiquitous Learning
Teaching System Analysis and Design through Experiential Learning
Dr. Francine Vachon, Associate Professor of Information Systems, Goodman School of Business, Brock University, St. Catharines, Ontario, Canada
Overview: The systems development life cycle (SLDC) is a complex process that often results in costly failures for businesses. Most failures result from human factors: incomplete or faulty requirements, user resistance, lack of user involvement, know-it-all developers, amongst others. In a systems analysis and design, students learn theoretical aspects and technical skills, such as project management, data flow diagrams, normalization, entity-relationship diagrams, database design or software customization. However, the greatest difficulty resides in understanding the human factors that impact SLDC. I teach system analysis and design through service-learning to help students understand the human aspect and organization politics of SLDC. At the beginning of the term, students form teams. Each team will then go through the whole SLDC to build and deliver an information system for a local non-profit organization or a small business. As they learn a new concept, they apply it immediately to their project. At the end of the term, they present and deliver their project and their system to their clients. Students gain a deeper understanding of their craft as well as practical experience. In this paper, I will discuss the lessons I learned from my students’ projects as well as best practices developed over the years. Critical success factors will be discussed.
Theme:Technologies in Knowledge Sharing
The Affordances of Book App Design for Supporting Early Literacy Development
Dr. Antoinette Doyle,
Jacqueline Hesson, Associate professor, Memorial University of Newfoundland
Ross Connolly, PhD / Research Assistant, Memorial University of Newfoundland
Ling Li, PhD Candidate / Research Assistant, Memorial University of Newfoundland

Overview: For decades, parents have been encouraged to provide their young children with exposure to story books, primarily through parent-child reading. Such activity is known to promote some of the foundational supports that children’s transition into becoming readers. Evolving technology over the decades has influenced the way young children experience storybook reading. Today, book apps have replaced earlier technology such as the CD-ROM, and with current ubiquitous access to personal computers, tablets, smart phones, and other devices, digitized reading opportunities and uptake has skyrocketed for adults and children alike. Children’s e-book reading experiences are shaped by the affordances of evolving digital technology. Indeed, there is a dizzying array of multimedia enhancements to these books that aim to promote an interactive reading experience. Although the technological capacities of book apps are stunning, many parents, educators and researchers question the degree to which they actually benefit children’s literacy development. Our study, building on earlier evaluation tools for books on CD ROM, updated evaluative criteria appropriate for e-book evaluation. Using this tool, we systematically examined the design of currently popular e-book apps for young children (preschoolers to age eight), and examined the potential of the design of these apps to support young readers’ learning. We examined two overarching areas of research on children’s literacy development—print knowledge for supporting word reading skills and language development for supporting comprehension. We will discuss the findings about the design of children’s e-books in relation to their affordances for supporting the two key domains essential to reading success.
Theme:Ubiquitous Learning
12:10-13:00 Lunch / Almuerzo
13:00-13:45 PARALLEL SESSIONS
Room 1 Virtual Lightning Talks: Room 1
Mobile Learning: The Study in the Palm of your Hands
Karolina Nunes Tolentino Costa, Master's Degree student, Graduate Department of Design, UDESC - Universidade do Estado de Santa Catarina, Florianópolis, Brazil
Overview: This article aims to investigate the current Art State’s on different experiments carried out in the Mobile Learning’s area. Through an RLS (Systematic Literature Review) it was researched in recent articles an overview of analyzes and results about the usability aspects involved in this type of educational platform. The work presents results of research (nationally and internationally) carried out with three types of participants: children, adolescents and young people, which show experiments’ results regarding ergonomics, user experience, usability and also reflections on the interaction process between students and educational platforms. The methodology used follows the guidelines suggested by the authors Levy and Ellis (2006), which present a sequence of steps and activities to be followed in RLS. T
Theme:Technologies and Human Usability
China's Alternative Moral Economy: A People's Artificial Intelligence?
Marcus Breen, Editor, International Journal of Knowledge, Technology and Society, United States
Overview: China is advancing its Artificial Intelligence research and application. This talk will draw on research in Beijing, China with IT companies developing AI for use in Social Media and more generally. The paper asks what kind of moral economy framework is emerging in China that differs from the liberal democratic perspective that dominates US and Western European analysis.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Room 3 Virtual Posters and In Person Posters: Room 3
How to Evaluate the English Learning Experience Based on Serious Games: Psychometric Properties of the Game Experience Questionnaire in Ecuador
Alexandra Morales, Assistant Professor, Health Psychology, Miguel Hernández University, Elche, Spain
Clayton Carrasco, Teaching Professor, Universidad de Guayaquil, Ecuador
Mireia Orgilés, Associate Professor, Miguel Hernández University, Spain
José P. Espada, Full Professor, Miguel Hernández University, Spain

Overview: The use of serious games for learning is increasingly common in academic contexts. The Game Experience Questionnaire (GEQ) is a widely used instrument to evaluate the psychological implications of games; However, no Spanish version is available. The aim of this study was to adapt and validate the English version of the Game Experience Questionnaire (GEQ) into Spanish. Factor structure and reliability of this tool with college students in Ecuador were examined. Analyses were conducted based on a sample of 71 students aged 18-24 years (M = 19.62; SD = 1.67; 68% were females) who were exposed to a methodology based on serious games and gamification for learning English during 2017-18. We conducted confirmatory factor analyses (CFA) using R Package for Structural Equation Modeling version 5-12 and Cronbach alpha was calculated. This study confirmed the seven-factor structure of GEQ and an adequate reliability for each subscale: “competence” (5 items; α = .80), “sensory and imaginative immersion” (6 items; α = .86), “flow” (5 items; α = .77), “tension/annoyance” (3 items; α = .85), “challenge” (5 items; α = .63), “negative affect” (4 items; α = .86), and “positive affect” (5 items; α = .90). Reliability of the GEQ was excellent (α = .84). The Spanish version of the GEQ seems to be a valid and reliable tool for assessing relevant dimensions of game experience in college students in Ecuador. Future research involving a larger sample is needed to consolidate these preliminary results and examine temporal stability of the GEQ.
Theme:Technologies in Knowledge Sharing
Ischemic Heart Disease Diagnosis Expert System
Dan Bouhnik, Head of the Computer Science Department, Jerusalem, Israael, Jerusalem College of Technology
Maayan Zhitomirsky Geffet, Senior Lecturer, Bar Ilan University, Israel
Gila Prebor, Senior Lecturer, Bar Ilan University, Israel

Overview: Expert systems are one of technology's greatest contributions to society today, particularly medical systems which may improve people's quality of life and even actually help save lives. In this research we will design and develop the technology for an expert system for doctors for the diagnosis of Ischemic Heart Disease (IHD) and determination of its' severity, by monitoring and analyzing symptoms predefined by cardiac experts and researchers. IHDs are characterized by a decrease in the supply of blood to the myocardium, i.e. a discrepancy between the hearts' demand for oxygen and the actual blood flow to the heart. The purpose of this research is to develop an expert system which will aid doctors diagnosing cardiac patients and help them decide which tests are necessary and what is the best possible method of treatment, all while constituting a reliable basis for an information system. We will try to develop an information system which will analyze the disease as a human being would. In order to do so we will utilize artificial intelligence. We will examine two mathematical systems for the product development, diagnosis and solution. We will attempt to tailor the system so it will present diagnostic results as close as possible to human analysis.
Theme:Technologies in Society
Using Flipped Classroom in Computer Science
Iñigo Mendialdua, Assistant Professor, Computer Languages and Systems, University of the Basque Country, Donostia, Spain
Montserrat Maritxalar, Unevirsity of the Basque Country, Spain
Dr. Ana Arruarte, University of the Basque Country, Spain
Josu Ceberio, University of the Basque Country, Spain
Itziar Irigoien, University of the Basque Country, Spain
Jose Francisco Lukas, University of the Basque Country, Spain
Jesus Ibañez, University of the Basque Country, Spain

Overview: In this project we have implemented the flipped classroom learning method in the Faculty of Computer Science of the University of the Basque Country in order to increment the students' autonomy. We have applied the learning method in two subjects: Statistics and Programming Methodology. To do so, the material of each subject has been prepared in several formats such a book, notes and videos. At the end of the lessons we have interviewed some of the students and they have valued positively this innovative learning method. Viewing the feedback we have decided to continue testing it in other subjects such as Data Structures and Algorithms and Databases
Theme:Technologies in Knowledge Sharing
Virtual Communities and Social Participation: Widening the Limits of Participatory Budgeting
Márcia Maria de Medeiros Travassos Saeger,
Júlio Afonso Sá De Pinho Neto, Associate Professor III, Department of Applied Social Sciences, Federal University of Paraíba - Brazil, Mamanguape, Paraíba, Brazil

Overview: Participatory Budgeting (PB) is a mechanism of participative democracy set to promote a debate between society and the city administration to find the best way of using public resources and the public policies thereof. Thus, the discussions towards the implementation of such policies must be founded on shared knowledge and experience, a process in which the different social actors involved in this context can interact. In this scenario, the creation of virtual communities arises as a special feature, for they can assemble citizens with the objective of discussing budgeting as a community. Virtual communities are virtual settings able to stimulate a greater interaction among members, which promotes social participation. Such context of virtual settings applied to the PB motivated the development of this study. The objective of this exploratory and descriptive research – which developed from a case study – was to evaluate the Online version of the Participatory Budgeting in the city of João Pessoa, located in the state of Paraíba, Brazil. The study’s findings revealed that the implementation of the Online PB was only meant to learn the community’s demands through a virtual setting. However, opposite to the dialogical and participatory nature of the PB, the tool did not foster the interaction among participants that can further the collective discussion about the actual needs of each community. Such findings reveal the need to reformulate the Online PB to make it into a true virtual community, of dialogical character, which the PB of João Pessoa really needs.
Theme:Technologies in Knowledge Sharing
Citizenship, Proactive Tourism and Multimedia Communities: New Challenges in the Perspective of Lifelong Learning
Liviya Kazantseva, PhD Student, Università degli studi di Macerata, Macerata, Italy
Paola Nicolini, Professor, Università degli studi di MAcerata, Italy

Overview: This project intention is to continue the studies undertaken on the dynamics of social interaction which are being held with existing myCicero, a hypermedial platform of integrated services (ticketing, transport, museums, POIs, itineraries, events) linked to the territory, through the creation of joining supportive users. With increasing availability of multimedia devices, not only tourist impressions on the territory involved are becoming a goal, but also social relations that take place online. Many applications are directly downloadable to the user’s gadget. However in very few cases these apps include the aspect of social networking. In this particular case, the study focuses on the dynamics of social interaction that arises from the discussions referred to the points of interest of Marche region. Our research is aimed to estimate the platform's usability according to users' age/ generation groups, social status, education, interests and location. We analyze users' feedback to improve application visual perception and positive yield in the sphere of technology-person interaction. The analysis on the basis of tech-person interaction is supported by a multi-method methodology that assume dialogue between the human and social sciences (focus group, interview, questioning) and the UX Design (for example, eyes tracking technology). Focus groups are intended on the analysis of technical data on registered users on the site and application.
Theme:Technologies and Human Usability
The Challenges and Solutions of Information Security and Privacy Issues within Enterprise Systems at the Age of Big Data
Dan Bouhnik, Head of the Computer Science Department, Jerusalem, Israael, Jerusalem College of Technology
Maor Weinberger, Information Science, Bar-Ilan University, Ramat Gan, Israel

Overview: Harnessing big data technologies for the organization needs may improve its ability to detect and respond to threats, but at the same time it might pose new threats to information security (Matturdi et al., 2014; Yang et al., 2016). This research aims to comprehensively map and analyze the perceptions of information system administrators about the challenges faced by the information security field at the age of big data. In addition, we will strive to build a broad map of current solutions designated to cope with these challenges. The research will be conducted using a mixed methodology of Exploratory Sequential Research, consisting of both a qualitative phase and a quantitative phase. The quantitative phase will be conducted by using semi-structured interviews and the quantitative phase will make use of closed-ended questionnaires. As far as we know, this is the first academic research in Israel that strives to comprehensively map perceptions of information system administrators about the challenges of information security at the new era of big data and the first ever to collect first-person evidence from the people who practically work in this field. The study may bear significant contribution for the academic research in understanding various information security issues associated with the emerging technologies of big data. In addition, the data that will be collected may be used for the establishment of tools aim to bridge the gap between big data utilization and information security protection.
Theme:Technologies in Society
Geovisualization as Art in Higher Education
Hannah Hamalainen, Assistant Professor, Geospatial and Earth Sciences Librarian, University Libraries, University of New Hampshire, Durham, NH, United States
Overview: Geovisualization is the science and art of visualizing and interpreting spatial information. By fostering artistic expression through geospatial design, GIS can prove to be a future asset for the scientific education field -- by displaying scientific information in the geospatial sciences. This poster demonstrates an alternative proactive pedagogical tactic for librarians embedding themselves into geospatial technologies curriculum by teaching spatial information literacy and student geospatial artwork. Two geospatial classes have used geospatial software to generate art as a means to explore the visual attributes of data and to experiment with new algorithms and methods uncommonly used by students. The primary aim of the pedagogical methods employed was to simultaneously increase the interest, creativity and geographic skills among science university students while increasing the arts-based engagement from the community.
Theme:Technologies in Knowledge Sharing
Relational Leadership Considerations for Higher Education Technology Administrators
Todd Britton, Chief of Information Officer (CIO), Office of Information Technology, University of La Verne, La Verne, United States
Dr. L. Hyatt,

Overview: Higher education technology administrators (HETAs) are facing a very tight labor market, shrinking budgets, challenging enrollment trends, and elevated demand for competent talent (Blankenberger & Phillips, 2016; Gast, Werner, & Kraus, 2017; Torres, Rochmes, & Harding, 2017). As leaders, HETAs are also responsible for managing personnel that requires a leadership perspective historically not usually associated with those responsible for leading technology initiatives. The purpose of this research was to review cogent relational leadership literature to identify emerging themes that align with HETAs. Historically, technology administrators were more independent in nature, deriving their power from their position. Yet lately, benefits of a more relational role are being realized by these leaders. The findings of this study suggest relational leadership as an approach that focuses on the satisfaction, motivation, and well-being of team members resulting in a deeper human connectedness (EDUCAUSE, 2015; Orr & Bennett, 2017; Uhl-Bien, 2011). The methods used were a review of over 200 peer-reviewed publicly accessible publications were identified and analyzed using comparative analysis. Prominent themes emerged and were identified as important relational leadership considerations for higher education technology administrators. Findings included five central practices which indicated relational leadership was connected to team trust, innovation, and enhanced employee outcomes, satisfaction, and tenure. The results of this research benefit higher education technology administrators, their communities, and the institutions they serve.
Theme:Technologies in Society
Room 4 Innovation Schowcase Room 4
Psychological Implications of "Clutter": A New Serious Game for English Learning
Clayton Carrasco, Teaching Professor, Universidad de Guayaquil, Ecuador
Alexandra Morales, Assistant Professor, Health Psychology, Miguel Hernández University, Elche, Spain
Mireia Orgilés, Associate Professor, Miguel Hernández University, Spain
José P. Espada, Full Professor, Miguel Hernández University, Spain

Overview: Despite the evidence of the utility of serious games and gamification to highly involve students and improve the learning process, there is lack of serious games developed to improve English linguistic skills. Therefore, the main objective of this study was to describe the design and the psychological implications of a new serious game called Clutter. It is aimed at strengthening English skills - including oral and written production, grammatical structure and vocabulary. Clutter uses an active methodology and applies the game-based learning as a pedagogical approach. During Clutter, the students have to sort words to form a grammatically correct sentence and pronounce it correctly. Clutter has a didactic sequence and computerized game mechanics, which allows the evaluation of learning and metric data that is reported online. A second objective was to analyze the psychological implications of Clutter through the Game Experience Questionnaire-post game module. Participants were 71 college students aged 18-24 who responded an online survey after participating in English classes using Clutter. Students evaluated positively the experience because they felt revived, energized, satisfied and proud. They informed they did not feel ashamed, regretted, guilty, nor weary or exhausted. It was not hard for them to get back to the reality and they did not feel disoriented after the game. In conclusion, Clutter is a new serious game for strengthening English skills that generates in the students positive psychological imports for learning.
Theme:Technologies in Knowledge Sharing
13:45-14:00 Break / Pausa
14:00-15:15 PARALLEL SESSIONS
Room 1 Applications in Health and Wellness
Exploring Chatbots for Clinical Trials
Prof. Ching Hua Chuan, Associate Professor, School of Communication, University of Miami, Coral Gable, United States
Overview: We propose a chatbot to assist cancer patients and their families with clinical trials information online. Clinical trials are important tools to improve knowledge about effective treatments for all diseases, including cancers. However, studies show that fewer than 5% of cancer patients are enrolled in any type of research study or clinical trial. Although there are a wide variety of reasons for the low participation rate, we address this issue by focusing on the difficulty of information acquisition and comprehension of clinical trial documents due to medical jargon and technical details. To reduce such difficulty, a chatbot was developed to answer questions and provide proactive assistance in a conversational manner. The chatbot is designed to help users determine whether they are eligible for the clinical trial and to identify what additional information that they need to consult with their doctors about in order to determine their eligibility. An in-person experiment was conducted to evaluate the effectiveness of the chatbot. First, information about a specific clinical trial on melanoma cancer was obtained from the National Cancer Institute. Three interfaces were developed: a traditional website mimicking NCI’s search page, a website containing the clinical trial information with a chatbot assistant in the sidebar, and a chatbot-only interface with information delivered only through the chatbot. The preliminary results indicate that the participants who used chatbots achieved better understanding about eligibility than those who used only the website. Additionally, interfaces with chatbots were rated significantly better in terms of perceived usability, interactivity, and dialogue.
Theme:Technologies and Human Usability
Screen-Time: Health, Achievement and Sleep
Erhan Sinay, Research Coordinator, Toronto District School Board, Canada
Thomas Ryan, Nipissing University, North Bay, Ontario, Canada

Overview: Herein we suggest a person today will be confronted with multiple blue light emitting screens daily. Exposure and time attending to these screens is a concern, issue and focus of much research locally, regionally, nationally and internationally. Our purpose was to develop an integrative and reflexive understanding of screen time as it impacts people of all ages both physically and mentally. In doing so we illuminated several problematic areas of concern for children, youth and adults thereby ascertaining whether screen time was positive or a negative phenomenon. Some research suggests many negative outcomes for those with high rates of screen time and other investigators point towards positive impacts of screen time. Perhaps, if Health is a priority, screen time is not an issue, if the person remains healthy.
Theme:Technologies and Human Usability
Cognition, Culture, Context, and Conveying Care: A Cognitive Theory Approach to Designing Usable Health and Medical Technologies
Prof. Kirk St.Amant, Professor and Endowed Chair of Technical Communication, Technical Communication and Biomechanical Engineering, Louisiana Tech University, Ruston, United States
Prof. Nicholas Bustamante, Professor, Louisiana Tech University, United States

Overview: Meeting the design and usability needs of other cultures requires an understanding of the contexts where materials are used (Norman, 2002; Garrett, 2010). From a healthcare perspective, this requires an understanding of the contexts in which patients use medical technologies and materials (Meloncon, 2015; St.Amant, 2015). The challenge involves identifying variables affecting how such materials are used in different settings to help guide the design processes used to develop different health and medical technologies. A modified version of the cognitive science concepts of scripts and prototypes can help to address such situations. This proposed presentation would examine how cognitive concepts of scripts and prototypes can guide the process of developing usable health and medical technologies for different cultural audiences. In so doing, the presenters would: Overview what scripts and prototypes are and how they can help individuals understand contexts where health and medical materials are used; Explain how scripts and prototypes can guide the design of materials to enhance use by different audiences; Discuss how the application of these ideas can assist with the translation and localization of health and medical materials for patients from other cultures. Through this approach, attendees with gain a familiarity with scripts and prototypes and learn how to use them to understand and address the contexts in which patients use health and medical technologies.
Theme:Technologies and Human Usability
Room 2 Managing Risk
Understanding Patterns of Terrorism in India Using AI Machine Learning
Scott Gartner, Director, International Affairs, Law, and Political Science, Penn State School of International Affairs, University Park, PA, United States
Diane Felmlee, Professor of Sociology, Pennsylvania State University, United States
Rithvik Yarlagadda, Doctoral Student, University of Maryland, United States
Dinesh Verma, IBM Fellow, Distributed AI

Overview: Terrorism represents an undesirable but seemingly inevitable part of the modern social landscape, and understanding terrorism dynamics can provide useful insights for developing governance structures and policies that are both more effective at reducing violence and less invasive on general society. With the tremendous increases that are happening in Artificial Intelligence capabilities in computing technology, application of AI technologies to terrorist data can yield useful insights regarding the interaction of terrorists, governance and society. Generally, there have been few applications of machine learning techniques to understanding patterns of terrorist behavior. Specifically, little work has been done to use AI to analyze terrorism patterns in India, which experiences among the world’s highest levels of terrorism. Using the Global Terrorism Database and the South Asian Terrorism Portal we apply "shallow machine learning models" that require only a modest amount of data to train themselves and can facilitate our exploration of three questions crucial to understanding the complex dynamics of terrorism, state and society: From a description of the attack can we figure out who the likely terrorist group is? Can we predict the likely location for next attack from a history of past attacks? Can we identify the principal factors that cause a city to be targeted? We believe that this project will: provide an example of socially-relevant AI research; expand our understanding of the factors that shape counterterrorism policy, and contribute to our greater recognition of the interwoven relationship of technology, knowledge and society.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Handling Information Biases and "Fake News" across the Digital World
Vered Elishar-Malka,
Dr. Yaron Ariel, Lecturer, Yereel Valley College, Israel
Dana Weimann Saks, Lecturer, Communication, Yeezrel Valley College, Zezreel valley, Israel

Overview: In the current information ecosystem, it has become utterly challenging - while at the same time - extremely essential, to identify misinformation, information biases and manipulations. The 2016 U.S presidential elections, for example, were characterized with harsh accusations from both sides, blaming the media, political players, and even foreign governments, for deliberately spreading "fake news" to influence election outcomes. Content copying and editing procedures seem to become more accessible than ever, and despite the attempt to prevent it numerous "fake" copies exist. Our paper argues that it is imperative to consider more efficient ways to track content unit across different digital platforms, whether for keeping track of the agenda-setting building in Hybrid media systems or for the broader goal of keeping democratic processes uncontaminated. Weinberger (2007) suggested that an efficient way to deal with information overload is dynamic tagging, predetermined by the content creator or by post-evaluation of editors, users, and automated software. Thus, we suggest that hashtags or similar features (e.g., Barcodes) should be used to enable a reliable tracking system. As Blockchain mechanism thought us, tracking is not equal to governmental or industrial surveillance, thus, such system will make it possible for anyone of interest to identify the source, as well as the whole "life circle" of any piece of information and idea, which might have been traveling for a while across various social networks and the internet. This tracking mechanism might also drive some players away from any attempt to spread "alternative facts," lies, and biased information.
Theme:Technologies in Society
Room 3 Policy and Governance
Online Exam Policy and Procedure in Higher Education
Dr. Wei-Ying Hsiao,
Manfen W Chen, Associate Professor, Accounting and Finance, University of Southern Indiana
Dr. Hsing-Wen Hu,

Overview: The online course are getting popular in the past decade. However, there have been concerns about the academic integrity in online education. The concerns are not only to ensure students who enrolled in an online course who are doing their assignments, but also who are taking the online examinations. Further, the challenges about online exams are students using technology for cheating on exams. Different institutions have different online exam taking requirements and procedures. The purpose of this study is to analyze different online exam policies and procedures in higher education. The recommendations of the paper will promote the academic integrated to online education.
Theme:Technologies in Knowledge Sharing
Information Technology Governance in Decentralised Autonomous Organisations
Miss Melina Mutambaie-Katende, Johannesburg, South Africa
Overview: This paper explores the implications of decentralized autonomous organisations by examining a blockchain operating system for collective intelligence called DAOStack. This technology may diminish the role of IT directors in the future because it provides ways to efficiently automate governance activities. The paper provides a comparative analysis to highlight the factors that affect decision-making in hierarchical organisations and decentralized autonomous organisations. The study suggests that DAOs facilitate collaboration and decision making from directors. Recommendations include promoting influence-oriented skills in governance as oppose to hard skills like reporting, auditing, budget management, and managing contractual agreements.
Theme:2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Institutional Policy and Distance Learning
Manfen W Chen, Associate Professor, Accounting and Finance, University of Southern Indiana
Wei Ying Hsiao, Professor, University of Alaska Anchorage, United States

Overview: Traditionally, academic policies and procedures are formulated based on traditional classes. With the rapid changes of technology and the increasing popularity of online and/or hybrid offering, institutions experience the need for policy development with the aim of reciprocal adaptation not only for the distance education but also for the broader institutional policy (Wallace, 2007). The purpose of our study is to examine academic policies, procedures, and distance learning guidelines among accredited universities in the U.S. with four foci: regulatory policies (such as accreditation standards and demands, student privacy, intellectual property, copyrights), academic and administrative policies (such as online course or program development and approval, Learning Management System, course quality, student authentication), faculty guidelines (such as faculty credentialing, responsibilities, course evaluation and assessment, ownership of educational materials), student guidelines (such as student support, academic integrity, student orientation, appeal process). Summary findings are reported, disconnect between online teaching and university policy is identified, and suggestions to provide reciprocal adaptation to policy development are provided.
Theme:Technologies in Knowledge Sharing
15:15-15:30 Coffee Break / Pausa para el café
15:30-16:15 Talking Circles II / Mesas redondas II

A second Talking Circle is held at the end of the second day for the original group to reconvene and discuss changes in their perspectives and understandings as a result of the conference experience. Delegates self-select into groups based on broad thematic areas and then engage in extended discussion about the issues and concerns they feel are of utmost importance to that segment of the network.

Al final del día se procede a una segunda mesa redonda con el grupo original para revisar y discutir los diferentes cambios en las perspectivas y comprensiones, fruto de la experiencia del congreso. Los delegados se autoincluyen en grupos basados en áreas temáticas generales y participan en una detallada conversación sobre los temas y cuestiones que consideran de mayor importancia.

Plenary Room - 2019 Special Focus: The Social Impact of AI: Policies and New Governance Models for Social Change
Room 1 - Designing Technologies for Human Usability 
Room 2 - Enabling Technologies in Knowledge Sharing / Thinking Technologies for Society 
Room 3 - Learning Technologies in Education 
Room 4 - Tema destacado 2019: El impacto social de la Inteligencia Artificial: Políticas y nuevos modelos de gobierno para el cambio social (en español)
16:15-16:45 Conference Closing and Award Ceremony / Clausura del Congreso