scholarly journals Digital media archive for gross pathology images based on open-source tools and Fast Healthcare Interoperability Resources (FHIR)

2021 ◽  
Author(s):  
Emilio Madrigal ◽  
Long Phi Le
2019 ◽  
Vol 13 (2) ◽  
pp. 188-212
Author(s):  
Stephanie de Smale

This article examines how war memory circulates, connects and collides on digital media platforms driven by digital publics that form around popular culture. Through a case study of vernacular memory discourses emerging around a game inspired by the Yugoslav war, the article investigates how the commenting practices of YouTube users provide insights into the feelings of belonging of conflict-affected subjects that go beyond ethnicity and exceed geographical boundaries. The comments of 331 videos were analysed, using an open source tool and sequential mixed-method content analysis. Media-based collectivities emerging on YouTube are influenced by the reactive and asynchronous dynamics of comments that stimulate the emergence of micro-narratives. Within this plurality of voices, connective moments focus on shared memories of trauma and displacement beyond ethnicity. However, clashing collective memories cause disputes that reify identification along ethnic lines. The article concludes that memory discourses emerging in the margins of YouTube represent the affective reactions of serendipitous encounters between users of audio-visual content.


2012 ◽  
Vol 3 (1) ◽  
Author(s):  
Alan Galey ◽  
Richard Cunningham ◽  
Brent Nelson ◽  
Ray Siemens ◽  
Paul Werstine

This article considers the role of textual studies in a digital world and reviews the work of a particular group of digital textual scholars. Specifically, the article examines the work of the Textual Studies team at the Implementing New Knowledge Environments project (INKE.ca), a group of digital textual scholars working on user experience, interface design, and information management with the goal of better understanding how reading is changing in the context of digital media.  INKE’s work rethinks what the book can become and aims to generate prototypes to be shared on an open-source basis with the public.


2019 ◽  
Vol 16 (31) ◽  
Author(s):  
Christian Lenemark

Through three case studies, the article explores how digital media have been used in recent years to depict and comprehend experiences of cancer. It first investigates the illness blog, specifically Swedish journalist and musician Kristian Gidlund’s immensely popular blog In My Body, in which he, from 2011 to 2013, shared the narrative of his struggle with an aggressive, incurable, and ultimately deadly stomach cancer. It continues by discussing Italian engineer, artist, and hacker Salvatore Iaconesi’s digital open-source project La Cura – The Cure (2012), which has great relevance from both the digital and the medical humanities perspectives in the way Iaconesi uses his personal narrative of brain cancer to encourage people to join his struggle to find a cure. Finally, it analyzes the American couple Ryan and Amy Green’s videogame That Dragon, Cancer (2016). A game differing significantly from video and computer games in general and from other games taking cancer as their subject by letting the player enter the role of caregiver to a small child dying of cancer. Expanding on Lisa Diedrich’s theoretical concept of “doing illness”, the article emphasizes the performative dimension of narrating illness in digital media, considering how these authors and creators negotiate with narrative, cultural, and medial scripts when portraying their cancer experiences. It highlights the interactive and participatory dimension of doing illness in digital media, by exploring how the blog, open-source project, and videogame both invite and limit the audience’s opportunities to interact and participate with the illness narrative conveyed.


2019 ◽  
Vol 42 (4) ◽  
pp. 1-16
Author(s):  
Jasmine Simone Kirby

Since the mid-2000s digital platforms have emerged to take advantage of the capabilities of new technology to incorporate media content, tell nonlinear stories, and reinvent the book for the 21st century. Sophie 1.0, from the University of Southern California, the Institute for the Future of the Book (IFB), and computer scientists based in Europe, was an attempt to create a multimedia editing, reading, and publishing platform. Sophie 2.0 was an international collaboration between the University of Southern California and Astea Solutions in Bulgaria to rewrite Sophie 1.0 in the Java programming language. This research will explore how the Sophie 2.0 project was unable to become a viable and wellmaintained open source product despite receiving over a million dollars in funding from the Mellon Foundation. Problems included the technological difficulty of creating an easy-to-use but completely customizable open source multimedia e-publishing platform, which was also compounded by competing visions over what this project was to be. Stakeholders did not demand a deliverable that actually worked. Funders seemed willing to overlook weaknesses in early releases for a more encompassing, if impractical, project. The computer scientists wanted to add the most features possible while, the IFB and USC Institute for Multimedia Literacy focused on creating a product based on the values of a future they hoped to create. Understanding what went wrong with Sophie 2.0 can help us understand how to create better digital media scholarship tools and to start much needed discussions about failure in the digital humanities.  


2020 ◽  
Author(s):  
Alexander K. Bartella ◽  
Bernd Lethaus ◽  
Frank Hölzle ◽  
Mohammad Kamal ◽  
Richard Werkmeister ◽  
...  

Abstract Background Digital media has become an important part of learning and teaching of dentistry. However, open source video platforms as youtube.com provide information without peer review. This study aims to evaluate if Youtube videos on dental education are feasible to improve learning of dental students and if they should be implemented in the curriculum. Methods Data collection addressed six typical topics of oral and maxillofacial surgery. Ten Youtube videos for each topic were reviewed by the authors. A link to the video was shared with a class of dental students one week prior to the corresponding lecture. Questionnaires addressing cooperation and experience with teaching videos, satisfaction with the current video, and wish for adding videos to the curriculum were distributed among the students. Results In total, 134 questionnaires were fullfiled. 79.4% of the students watched the youtube videos voluntarily. Majority of the students showed experience with dental teaching videos from open source platforms (Youtube, Instagram). 52.2% were exposed to professional teaching videos during their studies. The majority of students (62.7%) wish for the implementation of video material to the curriculum. They felt better prepared for the lectures (73.9%) and showed an improved understanding of the contents of the lectures (70.9%). Conclusion Summarizing our findings, we believe that open source videos can be implemented to the curriculum after careful evaluation of their contents. Students subjectively profit from the availability of video teaching material.


2017 ◽  
Vol 25 ◽  
Author(s):  
Seth M. Walker

For over the past decade, the Free Beer movement has provided producers, consumers, and hobbyists in the craft beer industry with a way to uniquely engage issues related to innovation and creativity: an "open source" beer that is encouraged to be uniquely transformed in the production of each subsequent batch. While contemporary conversations regarding copyright law and the legal protection of one’s work increasingly take place in digital contexts, Free Beer allows these conversations to (re)emerge outside of these settings, in an analog format, and inform those who are not engaged in the production of software or other digital media of the broader ramifications associated with excessive restriction and control. This paper examines how Free Beer functions as a critique of both copyright law and the suppression of creativity and innovation, and as a demonstration of alternative models of information protection and exchange.


Author(s):  
Jason G. Caudill

The growing importance of digital media in citizens’ participation in government is a major issue in obtaining government services, elections and campaigning in the 21st century. In order to participate in the consumption and creation of online media, citizens must have access to, and knowledge of, appropriate technology resources. There exists a gap between those who have access to technology and those who do not A gap commonly referred to as the digital divide. While there are many different aspects to the digital divide one of them is access to the software necessary to participate in digital media. A potential solution to the software component of the digital divide is the use of open source software and free online services. Implementing these solutions can play a part in narrowing the digital divide and producing better informed citizens more capable of participating in the modern electoral process.


2019 ◽  
Vol 16 (31) ◽  
Author(s):  
Christian Lenemark

Through three case studies, thearticleexploreshow digital media have been used in recentyears to depict and comprehend experiences of cancer.Itfirstinvestigatesthe illness blog,specificallySwedish journalist and musician Kristian Gidlund’s immensely popular blogInMy Body, in which he,from 2011 to2013,shared the narrativeofhis struggle with anaggressive,incurable,andultimatelydeadly stomach cancer. ItcontinuesbydiscussingItalianengineer, artist, and hackerSalvatore Iaconesi’sdigital open-source projectLa Cura–TheCure(2012),whichhasgreat relevancefromboththedigital andthemedical humanitiesperspectivesin the way Iaconesi useshispersonal narrative ofbraincancerto encouragepeople tojoinhis struggletofind a cure.Finally,it analyzesthe American coupleRyanandAmyGreen’svideogameThat Dragon, Cancer(2016).Agamedifferingsignificantlyfromvideo and computer games in general andfrom othergames taking cancer as their subjectbyletting the player enter the role of caregiver to a small child dyingofcancer.Expanding onLisa Diedrich’s theoretical concept of “doing illness”, thearticleemphasizes theperformativedimension ofnarratingillnessin digital media, consideringhowtheseauthorsandcreatorsnegotiatewith narrative, cultural,and medialscripts when portrayingtheircancerexperiences.Ithighlights the interactive and participatory dimension of doing illnessin digitalmedia, by exploring howthe blog,open-source project, and videogamebothinviteand limittheaudience’s opportunitiesto interact and participatewith the illness narrativeconveyed.


2017 ◽  
Vol 38 (3) ◽  
pp. 102-115
Author(s):  
Marta Krasuska-Betiuk

The purpose of the text is to identify and description certain dimensions of literary culture that are represented in digital media and relate to the children’s recipient. The method used content analysis, mainly Polish websites, indicate the dominant media enabled representations of knowledge about children’s book and its contexts (reading culture, the role of intermediary). Described some forms of presence of literature for children and youth in cyberspace, such as portals and blog reviewers, websites writers and books, journals and literary blogs, forums readers, radio and TV programs. Scientific knowledge of literary culture is represented in the network to a lesser extent in comparison to popularizing, commercial and promotional activities of publishers and other entities. The source of scientific information are the pages of international conferences, associations, organizations and libraries. To a lesser degree, open source licenses are digitally released as original scientific studies, such as books, journals and research reports.


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