Tuesday, November 23, 2010
Hosted by Elsevier in conjunction with SLA Washington D.C. Chapter
The Library of Congress, Mumford Room - October 27, 2010
"Research productivity had been measured through citation metrics in much the same way for many years now. But in recent years, SNIP, SJR and h-Index have joined Impact Factor as leading performance metric providing new insights into research at the forefront of discovery.
In today's rapidly changing, global and collaborative research environment, the research community is looking for new methodologies to assess research that better reflect the complexities of today's research. Today's research assessments need to encompass many performance metrics and consider measurements that do not easily lend themselves to analytics such as patents, products, business initiatives and awards.
"Impact and Productivity Measurements in a Changing Research Environment" furthers this dialog. Watch the presentations and Q&A from a day of learning and discussion with the leaders of research & productivity measurements in the scholarly community, held on October 27th, in Washington, DC, USA."
Thursday, November 18, 2010
Under the agreement, which follows a landmark settlement with U.S. publishers last year, Google will be allowed to sell the books it scans as e-books or in other electronic formats.But there is one important difference between the U.S. settlement and the deal with Hachette, the largest publisher in France and the No.2 trade publisher by sales worldwide, after Pearson. Hachette, not Google, will determine which of the books covered by the deal — those that remain under copyright but are no longer commercially available — can be scanned.”
How College Students Evaluate and Use Information in the Digital Age - Report from University of Washington I-School
BY ALISON J. HEAD, PH.D. AND MICHAEL B. EISENBERG, PH.D.
PROJECT INFORMATION LITERACY PROGRESS REPORT
NOVEMBER 1, 2010
THE INFORMATION SCHOOL, UNIVERSITY OF WASHINGTON
RESEARCH SPONSORED BY MACARTHUR FOUNDATION
A "Project Information Literacy" progress report. The project is based at the U of Washington I-School.
Here's one interesting finding:
"Evaluating information was often a collaborative process — almost two-thirds of the respondents (61%) reportedly turned to friends and/or family members when they needed help and advice with sorting through and evaluating information for personal use. Nearly half of the students in the sample (49%) frequently asked instructors for assistance with assessing the quality of sources for course work — far fewer asked librarians (11%) for assistance."
Full text at: http://bit.ly/chfOxe
Wednesday, November 17, 2010
Los libros de acedrex dados e tablas: Historical, artistic and metaphysical dimensions of Alfonso X's "Book of Games"
Musser Golladay, Sonja. The University of Arizona, 2007. United States -- Arizona: ProQuest Dissertations and Theses.
Combining three major facets of Alfonso's final and most personal work, this holistic study utilizes a philological approach involving codicology, hermeneutics, history of art, iconology, paleography, and philosophy. Like his Cantigas de Santa María, with its vast musical, poetic and artistic dimensions, the Book of Games is a largely unexplored multi-media treasure trove of knowledge about thirteenth-century games, art and symbolism as well as personal information about the Wise King himself. Chapter I explains the historical chess, dice, backgammon and mill games ands offers the first complete English translation of the Book. Descriptions and diagrams of all 144 games, including PowerPoint presentations of all 103 chess problems using a font specially designed to match the original manuscript exactly, are presented in an international format which brings these challenging and entertaining games to life. Chapter II surveys all 151 illuminations, exploring their cultural value and identifying portraits of Alfonso, his wife, his lover, his children, his friends and his sources. Alongside traditional medieval iconography, these may represent some of the earliest known likenesses in medieval portraiture and some of the first private, non-iconographic images of a Spanish king. Chapter III interprets the literal, allegorical, tropological and anagogical meanings of each game according to the Hermetic principle "As above, so below" as well as the numerological symbolism and didactic structure reflected in the book's Scholastic structure. Each game in the Libro de los juegos contains a clue " pora los entendudos e mayormientre pora aquellos que saben la Arte de Astronomia " (fol. 95r) for understanding the connection between astrology and human affairs. At the end of his ill-starred life Alfonso saw reflected in the microcosm of these games, the determinism inherent in the workings of the universe. By studying the patterns in these games, Alfonso hoped to discover how best to play the game of life using both his "seso," or skill, and his lucky number seven. The numerological and astrological significance of the numbers seven and twelve, present in the entire work's structure and especially the concluding games, relate the Book of Games to the Alfonsine legal, scientific and religious corpus.
Monday, November 15, 2010
The recording of the October 19 webcast "Chemical Information for the Non-Practitioner" is now available for viewing. Some slides were difficult to read on the recording, so this file has been available separately (PDF format).
Many thanks to Judith Currano for an excellent presentation!
Please contact Ted Baldwin (Professional Development Chair, SLA Chemistry Division) with any questions: Ted.Baldwin@uc.edu. I welcome your ideas on future professional development offerings.
Friday, November 5, 2010
By Dan Pink | Wired Magazine Issue 15.09
"Let us now bullet-point our praise for Mark Dytham and Astrid Klein, two Tokyo-based architects who have turned PowerPoint, that fixture of cubicle life, into both art form and competitive sport. Their innovation, dubbed pecha-kucha (Japanese for "chatter"), applies a simple set of rules to presentations: exactly 20 slides displayed for 20 seconds each. That's it. Say what you need to say in six minutes and 40 seconds of exquisitely matched words and images and then sit the hell down. The result, in the hands of masters of the form, combines business meeting and poetry slam to transform corporate clich into surprisingly compelling beat-the-clock performance art."
Wednesday, November 3, 2010
Dan Greenstein, Vice Provost, University of California
at Survive or Thrive: Making the Most of Your Digital Content, 8-9 June 2010, Manchester UK