Moussab/ORKG-training-evaluation-set huggingface dataset:
Research field: Information Systems, Process and Knowledge Management
Title: Hackathons as Co-optation Ritual: Socializing Workers and Institutionalizing Innovation in the “New” Economy
Abstract: Abstract Hackathons, time-bounded events where participants write computer code and build apps, have become a popular means of socializing tech students and workers to produce “innovation” despite little promise of material reward. Although they offer participants opportunities for learning new skills and face-to-face networking and set up interaction rituals that create an emotional “high,” potential advantage is even greater for the events’ corporate sponsors, who use them to outsource work, crowdsource innovation, and enhance their reputation. Ethnographic observations and informal interviews at seven hackathons held in New York during the course of a single school year show how the format of the event and sponsors’ discursive tropes, within a dominant cultural frame reflecting the appeal of Silicon Valley, reshape unpaid and precarious work as an extraordinary opportunity, a ritual of ecstatic labor, and a collective imaginary for fictional expectations of innovation that benefits all, a powerful strategy for manufacturing workers’ consent in the “new” economy.
Extracted statement — has subject domain: “new” economy
Research field: Information Systems, Process and Knowledge Management
Title: Link Prediction of Weighted Triples for Knowledge Graph Completion Within the Scholarly Domain
Abstract: Knowledge graphs (KGs) are widely used for modeling scholarly communication, performing scientometric analyses, and supporting a variety of intelligent services to explore the literature and predict research dynamics. However, they often suffer from incompleteness (e.g., missing affiliations, references, research topics), leading to a reduced scope and quality of the resulting analyses. This issue is usually tackled by computing knowledge graph embeddings (KGEs) and applying link prediction techniques. However, only a few KGE models are capable of taking weights of facts in the knowledge graph into account. Such weights can have different meanings, e.g. describe the degree of association or the degree of truth of a certain triple. In this paper, we propose the Weighted Triple Loss, a new loss function for KGE models that takes full advantage of the additional numerical weights on facts and it is even tolerant to incorrect weights. We also extend the Rule Loss, a loss function that is able to exploit a set of logical rules, in order to work with weighted triples. The evaluation of our solutions on several knowledge graphs indicates significant performance improvements with respect to the state of the art. Our main use case is the large-scale AIDA knowledge graph, which describes 21 million research articles. Our approach enables to complete information about affiliation types, countries, and research topics, greatly improving the scope of the resulting scientometrics analyses and providing better support to systems for monitoring and predicting research dynamics.
Extracted statement — Material: AIDA knowledge graph
Research field: Information Systems, Process and Knowledge Management
Title: Hackathons as Co-optation Ritual: Socializing Workers and Institutionalizing Innovation in the “New” Economy
Abstract: Abstract Hackathons, time-bounded events where participants write computer code and build apps, have become a popular means of socializing tech students and workers to produce “innovation” despite little promise of material reward. Although they offer participants opportunities for learning new skills and face-to-face networking and set up interaction rituals that create an emotional “high,” potential advantage is even greater for the events’ corporate sponsors, who use them to outsource work, crowdsource innovation, and enhance their reputation. Ethnographic observations and informal interviews at seven hackathons held in New York during the course of a single school year show how the format of the event and sponsors’ discursive tropes, within a dominant cultural frame reflecting the appeal of Silicon Valley, reshape unpaid and precarious work as an extraordinary opportunity, a ritual of ecstatic labor, and a collective imaginary for fictional expectations of innovation that benefits all, a powerful strategy for manufacturing workers’ consent in the “new” economy.
Extracted statement — Has finding: appeal of Silicon Valley
Research field: Information Systems, Process and Knowledge Management
Title: Unleashing innovation through internal hackathons
Abstract: Hackathons have become an increasingly popular approach for organizations to both test their new products and services as well as to generate new ideas. Most events either focus on attracting external developers or requesting employees of the organization to focus on a specific problem. In this paper we describe extensions to this paradigm that open up the event to internal employees and preserve the open-ended nature of the hackathon itself. In this paper we describe our initial motivation and objectives for conducting an internal hackathon, our experience in pioneering an internal hackathon at AT&T including specific things we did to make the internal hackathon successful. We conclude with the benefits (both expected and unexpected) we achieved from the internal hackathon approach, and recommendations for continuing the use of this valuable tool within AT&T.
Extracted statement — Data: benefits (both expected and unexpected)
Research field: Information Systems, Process and Knowledge Management
Title: bioNerDS: exploring bioinformatics’ database and software use through literature mining
Abstract: Abstract Background Biology-focused databases and software define bioinformatics and their use is central to computational biology. In such a complex and dynamic field, it is of interest to understand what resources are available, which are used, how much they are used, and for what they are used. While scholarly literature surveys can provide some insights, large-scale computer-based approaches to identify mentions of bioinformatics databases and software from primary literature would automate systematic cataloguing, facilitate the monitoring of usage, and provide the foundations for the recovery of computational methods for analysing biological data, with the long-term aim of identifying best/common practice in different areas of biology. Results We have developed bioNerDS, a named entity recogniser for the recovery of bioinformatics databases and software from primary literature. We identify such entities with an F-measure ranging from 63% to 91% at the mention level and 63-78% at the document level, depending on corpus. Not attaining a higher F-measure is mostly due to high ambiguity in resource naming, which is compounded by the on-going introduction of new resources. To demonstrate the software, we applied bioNerDS to full-text articles from BMC Bioinformatics and Genome Biology. General mention patterns reflect the remit of these journals, highlighting BMC Bioinformatics’s emphasis on new tools and Genome Biology’s greater emphasis on data analysis. The data also illustrates some shifts in resource usage: for example, the past decade has seen R and the Gene Ontology join BLAST and GenBank as the main components in bioinformatics processing. Conclusions We demonstrate the feasibility of automatically identifying resource names on a large-scale from the scientific literature and show that the generated data can be used for exploration of bioinformatics database and software usage. For example, our results help to investigate the rate of change in resource usage and corroborate the suspicion that a vast majority of resources are created, but rarely (if ever) used thereafter. bioNerDS is available at <jats:ext-link xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="http://bionerds.sourceforge.net/" ext-link-type="uri">http://bionerds.sourceforge.net/</jats:ext-link>.
Extracted statement — Entity types: Biology-focused databases and software
Research field: Information Systems, Process and Knowledge Management
Title: bioNerDS: exploring bioinformatics’ database and software use through literature mining
Abstract: Abstract Background Biology-focused databases and software define bioinformatics and their use is central to computational biology. In such a complex and dynamic field, it is of interest to understand what resources are available, which are used, how much they are used, and for what they are used. While scholarly literature surveys can provide some insights, large-scale computer-based approaches to identify mentions of bioinformatics databases and software from primary literature would automate systematic cataloguing, facilitate the monitoring of usage, and provide the foundations for the recovery of computational methods for analysing biological data, with the long-term aim of identifying best/common practice in different areas of biology. Results We have developed bioNerDS, a named entity recogniser for the recovery of bioinformatics databases and software from primary literature. We identify such entities with an F-measure ranging from 63% to 91% at the mention level and 63-78% at the document level, depending on corpus. Not attaining a higher F-measure is mostly due to high ambiguity in resource naming, which is compounded by the on-going introduction of new resources. To demonstrate the software, we applied bioNerDS to full-text articles from BMC Bioinformatics and Genome Biology. General mention patterns reflect the remit of these journals, highlighting BMC Bioinformatics’s emphasis on new tools and Genome Biology’s greater emphasis on data analysis. The data also illustrates some shifts in resource usage: for example, the past decade has seen R and the Gene Ontology join BLAST and GenBank as the main components in bioinformatics processing. Conclusions We demonstrate the feasibility of automatically identifying resource names on a large-scale from the scientific literature and show that the generated data can be used for exploration of bioinformatics database and software usage. For example, our results help to investigate the rate of change in resource usage and corroborate the suspicion that a vast majority of resources are created, but rarely (if ever) used thereafter. bioNerDS is available at <jats:ext-link xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="http://bionerds.sourceforge.net/" ext-link-type="uri">http://bionerds.sourceforge.net/</jats:ext-link>.
Extracted statement — data source: BMC Bioinformatics
Research field: Information Systems, Process and Knowledge Management
Title: Interdisciplinary Online Hackathons as an Approach to Combat the COVID-19 Pandemic: Case Study
Abstract: Background The COVID-19 outbreak has affected the lives of millions of people by causing a dramatic impact on many health care systems and the global economy. This devastating pandemic has brought together communities across the globe to work on this issue in an unprecedented manner. Objective This case study describes the steps and methods employed in the conduction of a remote online health hackathon centered on challenges posed by the COVID-19 pandemic. It aims to deliver a clear implementation road map for other organizations to follow. Methods This 4-day hackathon was conducted in April 2020, based on six COVID-19–related challenges defined by frontline clinicians and researchers from various disciplines. An online survey was structured to assess: (1) individual experience satisfaction, (2) level of interprofessional skills exchange, (3) maturity of the projects realized, and (4) overall quality of the event. At the end of the event, participants were invited to take part in an online survey with 17 (+5 optional) items, including multiple-choice and open-ended questions that assessed their experience regarding the remote nature of the event and their individual project, interprofessional skills exchange, and their confidence in working on a digital health project before and after the hackathon. Mentors, who guided the participants through the event, also provided feedback to the organizers through an online survey. Results A total of 48 participants and 52 mentors based in 8 different countries participated and developed 14 projects. A total of 75 mentorship video sessions were held. Participants reported increased confidence in starting a digital health venture or a research project after successfully participating in the hackathon, and stated that they were likely to continue working on their projects. Of the participants who provided feedback, 60% (n=18) would not have started their project without this particular hackathon and indicated that the hackathon encouraged and enabled them to progress faster, for example, by building interdisciplinary teams, gaining new insights and feedback provided by their mentors, and creating a functional prototype. Conclusions This study provides insights into how online hackathons can contribute to solving the challenges and effects of a pandemic in several regions of the world. The online format fosters team diversity, increases cross-regional collaboration, and can be executed much faster and at lower costs compared to in-person events. Results on preparation, organization, and evaluation of this online hackathon are useful for other institutions and initiatives that are willing to introduce similar event formats in the fight against COVID-19.
Extracted statement — Has method: case study
Research field: Information Systems, Process and Knowledge Management
Title: Interdisciplinary Online Hackathons as an Approach to Combat the COVID-19 Pandemic: Case Study
Abstract: Background The COVID-19 outbreak has affected the lives of millions of people by causing a dramatic impact on many health care systems and the global economy. This devastating pandemic has brought together communities across the globe to work on this issue in an unprecedented manner. Objective This case study describes the steps and methods employed in the conduction of a remote online health hackathon centered on challenges posed by the COVID-19 pandemic. It aims to deliver a clear implementation road map for other organizations to follow. Methods This 4-day hackathon was conducted in April 2020, based on six COVID-19–related challenges defined by frontline clinicians and researchers from various disciplines. An online survey was structured to assess: (1) individual experience satisfaction, (2) level of interprofessional skills exchange, (3) maturity of the projects realized, and (4) overall quality of the event. At the end of the event, participants were invited to take part in an online survey with 17 (+5 optional) items, including multiple-choice and open-ended questions that assessed their experience regarding the remote nature of the event and their individual project, interprofessional skills exchange, and their confidence in working on a digital health project before and after the hackathon. Mentors, who guided the participants through the event, also provided feedback to the organizers through an online survey. Results A total of 48 participants and 52 mentors based in 8 different countries participated and developed 14 projects. A total of 75 mentorship video sessions were held. Participants reported increased confidence in starting a digital health venture or a research project after successfully participating in the hackathon, and stated that they were likely to continue working on their projects. Of the participants who provided feedback, 60% (n=18) would not have started their project without this particular hackathon and indicated that the hackathon encouraged and enabled them to progress faster, for example, by building interdisciplinary teams, gaining new insights and feedback provided by their mentors, and creating a functional prototype. Conclusions This study provides insights into how online hackathons can contribute to solving the challenges and effects of a pandemic in several regions of the world. The online format fosters team diversity, increases cross-regional collaboration, and can be executed much faster and at lower costs compared to in-person events. Results on preparation, organization, and evaluation of this online hackathon are useful for other institutions and initiatives that are willing to introduce similar event formats in the fight against COVID-19.
Extracted statement — has subject domain: challenges posed by the COVID-19 pandemic
Research field: Information Systems, Process and Knowledge Management
Title: Unleashing innovation through internal hackathons
Abstract: Hackathons have become an increasingly popular approach for organizations to both test their new products and services as well as to generate new ideas. Most events either focus on attracting external developers or requesting employees of the organization to focus on a specific problem. In this paper we describe extensions to this paradigm that open up the event to internal employees and preserve the open-ended nature of the hackathon itself. In this paper we describe our initial motivation and objectives for conducting an internal hackathon, our experience in pioneering an internal hackathon at AT&T including specific things we did to make the internal hackathon successful. We conclude with the benefits (both expected and unexpected) we achieved from the internal hackathon approach, and recommendations for continuing the use of this valuable tool within AT&T.
Extracted statement — Has participants: employees of the organization
Research field: Information Systems, Process and Knowledge Management
Title: Hackathons as Co-optation Ritual: Socializing Workers and Institutionalizing Innovation in the “New” Economy
Abstract: Abstract Hackathons, time-bounded events where participants write computer code and build apps, have become a popular means of socializing tech students and workers to produce “innovation” despite little promise of material reward. Although they offer participants opportunities for learning new skills and face-to-face networking and set up interaction rituals that create an emotional “high,” potential advantage is even greater for the events’ corporate sponsors, who use them to outsource work, crowdsource innovation, and enhance their reputation. Ethnographic observations and informal interviews at seven hackathons held in New York during the course of a single school year show how the format of the event and sponsors’ discursive tropes, within a dominant cultural frame reflecting the appeal of Silicon Valley, reshape unpaid and precarious work as an extraordinary opportunity, a ritual of ecstatic labor, and a collective imaginary for fictional expectations of innovation that benefits all, a powerful strategy for manufacturing workers’ consent in the “new” economy.
Extracted statement — Has method: Ethnographic observations
Research field: Information Systems, Process and Knowledge Management
Title: Unleashing innovation through internal hackathons
Abstract: Hackathons have become an increasingly popular approach for organizations to both test their new products and services as well as to generate new ideas. Most events either focus on attracting external developers or requesting employees of the organization to focus on a specific problem. In this paper we describe extensions to this paradigm that open up the event to internal employees and preserve the open-ended nature of the hackathon itself. In this paper we describe our initial motivation and objectives for conducting an internal hackathon, our experience in pioneering an internal hackathon at AT&T including specific things we did to make the internal hackathon successful. We conclude with the benefits (both expected and unexpected) we achieved from the internal hackathon approach, and recommendations for continuing the use of this valuable tool within AT&T.
Extracted statement — Has participants: external developers
Research field: Information Systems, Process and Knowledge Management
Title: Interdisciplinary Online Hackathons as an Approach to Combat the COVID-19 Pandemic: Case Study
Abstract: Background The COVID-19 outbreak has affected the lives of millions of people by causing a dramatic impact on many health care systems and the global economy. This devastating pandemic has brought together communities across the globe to work on this issue in an unprecedented manner. Objective This case study describes the steps and methods employed in the conduction of a remote online health hackathon centered on challenges posed by the COVID-19 pandemic. It aims to deliver a clear implementation road map for other organizations to follow. Methods This 4-day hackathon was conducted in April 2020, based on six COVID-19–related challenges defined by frontline clinicians and researchers from various disciplines. An online survey was structured to assess: (1) individual experience satisfaction, (2) level of interprofessional skills exchange, (3) maturity of the projects realized, and (4) overall quality of the event. At the end of the event, participants were invited to take part in an online survey with 17 (+5 optional) items, including multiple-choice and open-ended questions that assessed their experience regarding the remote nature of the event and their individual project, interprofessional skills exchange, and their confidence in working on a digital health project before and after the hackathon. Mentors, who guided the participants through the event, also provided feedback to the organizers through an online survey. Results A total of 48 participants and 52 mentors based in 8 different countries participated and developed 14 projects. A total of 75 mentorship video sessions were held. Participants reported increased confidence in starting a digital health venture or a research project after successfully participating in the hackathon, and stated that they were likely to continue working on their projects. Of the participants who provided feedback, 60% (n=18) would not have started their project without this particular hackathon and indicated that the hackathon encouraged and enabled them to progress faster, for example, by building interdisciplinary teams, gaining new insights and feedback provided by their mentors, and creating a functional prototype. Conclusions This study provides insights into how online hackathons can contribute to solving the challenges and effects of a pandemic in several regions of the world. The online format fosters team diversity, increases cross-regional collaboration, and can be executed much faster and at lower costs compared to in-person events. Results on preparation, organization, and evaluation of this online hackathon are useful for other institutions and initiatives that are willing to introduce similar event formats in the fight against COVID-19.
Extracted statement — Material: frontline clinicians and researchers