37,316 research outputs found
Collaboratively Patching Linked Data
Today's Web of Data is noisy. Linked Data often needs extensive preprocessing
to enable efficient use of heterogeneous resources. While consistent and valid
data provides the key to efficient data processing and aggregation we are
facing two main challenges: (1st) Identification of erroneous facts and
tracking their origins in dynamically connected datasets is a difficult task,
and (2nd) efforts in the curation of deficient facts in Linked Data are
exchanged rather rarely. Since erroneous data often is duplicated and
(re-)distributed by mashup applications it is not only the responsibility of a
few original publishers to keep their data tidy, but progresses to be a mission
for all distributers and consumers of Linked Data too. We present a new
approach to expose and to reuse patches on erroneous data to enhance and to add
quality information to the Web of Data. The feasibility of our approach is
demonstrated by example of a collaborative game that patches statements in
DBpedia data and provides notifications for relevant changes.Comment: 2nd International Workshop on Usage Analysis and the Web of Data
(USEWOD2012) in the 21st International World Wide Web Conference (WWW2012),
Lyon, France, April 17th, 201
IDR : a participatory methodology for interdisciplinary design in technology enhanced learning
One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants
Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report
Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org
ICE: Enabling Non-Experts to Build Models Interactively for Large-Scale Lopsided Problems
Quick interaction between a human teacher and a learning machine presents
numerous benefits and challenges when working with web-scale data. The human
teacher guides the machine towards accomplishing the task of interest. The
learning machine leverages big data to find examples that maximize the training
value of its interaction with the teacher. When the teacher is restricted to
labeling examples selected by the machine, this problem is an instance of
active learning. When the teacher can provide additional information to the
machine (e.g., suggestions on what examples or predictive features should be
used) as the learning task progresses, then the problem becomes one of
interactive learning.
To accommodate the two-way communication channel needed for efficient
interactive learning, the teacher and the machine need an environment that
supports an interaction language. The machine can access, process, and
summarize more examples than the teacher can see in a lifetime. Based on the
machine's output, the teacher can revise the definition of the task or make it
more precise. Both the teacher and the machine continuously learn and benefit
from the interaction.
We have built a platform to (1) produce valuable and deployable models and
(2) support research on both the machine learning and user interface challenges
of the interactive learning problem. The platform relies on a dedicated,
low-latency, distributed, in-memory architecture that allows us to construct
web-scale learning machines with quick interaction speed. The purpose of this
paper is to describe this architecture and demonstrate how it supports our
research efforts. Preliminary results are presented as illustrations of the
architecture but are not the primary focus of the paper
Business integration models in the context of web services.
E-commerce development and applications have
been bringing the Internet to business and marketing
and reforming our current business styles and
processes. The rapid development of the Web, in
particular, the introduction of the semantic web and
web service technologies, enables business
processes, modeling and management to enter an
entirely new stage. Traditional web based business
data and transactions can now be analyzed,
extracted and modeled to discover new business
rules and to form new business strategies, let alone
mining the business data in order to classify
customers or products. In this paper, we investigate
and analyze the business integration models in the
context of web services using a micro-payment
system because a micro-payment system is
considered to be a service intensive activity, where
many payment tasks involve different forms of
services, such as payment method selection for
buyers, security support software, product price
comparison, etc. We will use the micro-payment case
to discuss and illustrate how the web services
approaches support and transform the business
process and integration model.
Bridging the gap: building better tools for game development
The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard
Dealing with abstraction: Case study generalisation as a method for eliciting design patterns
Developing a pattern language is a non-trivial problem. A critical requirement is a method to support pattern writers with abstraction, so as they can produce generalised patterns. In this paper, we address this issue by developing a structured process of generalisation. It is important that this process is initiated through engaging participants in identifying initial patterns, i.e. directly dealing with the 'cold-start' problem. We have found that short case study descriptions provide a productive 'way into' the process for participants. We reflect on a 1-year interdisciplinary pan-European research project involving the development of almost 30 cases and over 150 patterns. We provide example cases, detailing the process by which their associated patterns emerged. This was based on a foundation for generalisation from cases with common attributes. We discuss the merits of this approach and its implications for pattern development
RFCs, MOOs, LMSs: Assorted Educational Devices\ud
This paper discusses implicit social consequences of four basic internet protocols. The results are then related to the field of computer-assisted teaching. An educational on-line community is described and compared to the emerging standard of web-based learning management.\u
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