Movation:ICT-31

From its-wiki.no
Jump to: navigation, search


Title
ICT-31 Human-centric Digital Age
Author
Josef Noll
Footer
ICT-31
Subfooter
Horizon 2020



⌘ ICT-31 Human-centric Digital Age

call 2014 in Information and Communications Technologies

⌘ what to do

The Research & Innovation Actions should aim at in-depth exploration of the development of fundamental notions such as identity, privacy, relationships, culture, reputation, motivations, responsibility, attention, safety and fairness, in the hyper-connected age where the limits between offline and online are blurred in numerous ways. Gender, generational and cultural differences in behaviours should also be considered where relevant.

  • Social scientists to describe the state-of-the-art, and perform monitoring studies
  • Identify changes based on an acceptance model of ICT (Africa, Hellas, Italia, Nordics...)
  • Monitor by introducing novel concepts: Basic Internet, Socialtainment

⌘ Research Topics - text

How do humans cope with information overload and attention scarcity? How do ICT environments and processes affect the ways individuals deal with information flows and focus their attention?

How does the blurring between online and offline world affect the way people experience their different settings (work, leisure, family)? How can smart and connected environments support individuals and society?

What are the norms and behaviours that should be considered for behaving ethically and being fair to each other in a hyper-connected digital world? How should their adoption in the digital culture be fostered?

⌘ Information overload and attention scarcity

How do humans cope with information overload and attention scarcity? How do ICT environments and processes affect the ways individuals deal with information flows and focus their attention?

  • Facebook in schools
  • Twitter all the time
  • "methods to refocus"
How: Study
-> Outcome: Best Praxis Information

⌘ blurring between online and offline world

How does the blurring between online and offline world affect the way people experience their different settings (work, leisure, family)? How can smart and connected environments support individuals and society?

  • real and virtual friends (gaming groups, facebook, google+,...)
  • difference in time usage (studies)
How: Metastudy
Outcome: Impact analysis of smart and connected environments (how?, what?, measurable?)
Outcome: Better information access to existing knowledge

Note:

  • Hattie has performed a metastudy of learning impact factors for schools. Come up with 137 impact factors, which were rated.

⌘ Ethically and fair behaviour

What are the norms and behaviours that should be considered for behaving ethically and being fair to each other in a hyper-connected digital world? How should their adoption in the digital culture be fostered?

  • information
Outcome: Metastudy best-praxis

⌘ Impact: Research & Innovation Actions

provide new knowledge of the ways by which individuals and communities work, think, learn, behave, and interact in the new hyper-connected environments and of how these new developments affect people's perceptions of self, services, entrepreneurship, democracy, and governance.

  • establish: concrete measurements (parameters)
  • Metastudy: effect of new developments, e.g. Basic Internet
  • examples: e-Learning

provide well-founded transferable results, including innovative concepts and proved functional models, which can be exploited in the future research, policy and regulatory agendas.

  • Metastudies, impact of ICT and best praxis
  • Better Information: increased awareness, sustainability,

Small scale examples:

  • Socialtainment: Sustainability, CO_2 reducation,
  • Basic Internet: Egalité (Digital Divide) Innovation4All, Education,

⌘ Partners

  • Ashoka - changemakers
  • OLPC
  • UDI, Utdanningshjelpen
  • Danida
  • Bluetown
  • Earth House
  • Emilio Mordini - Director of lab - Rome CSSC

see also: INSO-6