760 research outputs found

    Semantic Web Techniques to Support Interoperability in Distributed Networked Environments

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    We explore two Semantic Web techniques arising from ITA research into semantic alignment and interoperability in distributed networks. The first is POAF (Portable Ontology Aligned Fragments) which addresses issues relating to the portability and usage of ontology alignments. POAF uses an ontology fragmentation strategy to achieve portability, and enables subsequent usage through a form of automated ontology modularization. The second technique, SWEDER (Semantic Wrapping of Existing Data sources with Embedded Rules), is grounded in the creation of lightweight ontologies to semantically wrap existing data sources, to facilitate rapid semantic integration through representational homogeneity. The semantic integration is achieved through the creation of context ontologies which define the integrations and provide a portable definition of the integration rules in the form of embedded SPARQL construct clauses. These two Semantic Web techniques address important practical issues relevant to the potential future adoption of ontologies in distributed network environments

    Automated Rule-Based Selection and Instantiation of Layout Templates for Widget-Based Microsites

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    Veebi avatud arhitektuuron loonud soodsa pinnase veebisolevate andmete kasutamiseks nii keerulisemates kui lihtsamates veebirakendustes. Andmete kogumise ja visualiseerimise lihtsustamiseks lihtsates veebirakendustes on loodud hulganisti tööriistu, mille seas on ka mashup'ide loomise tööriistad. Olemasolevate tööriistadega kõrge kasutatavusega mashup veebilehe loomine võib aga paraku olla keerukas, kuna nõuab erinevate tehnoloogiate ning programmeerimiskeelte tundmist, rääkimata kasutatavuse juhtnööridega kursisolemist. Kuigi osad mashup'ide platvormid, a'la OpenAjax Hub, lihtsustavad olemasolevate komponentide kombineerimist, on lahendamata probleemiks siiani nende rakenduste kasutatavus. Käesolev magistritöö kirjeldab reeglipõhist lahendust andmete visualiseerimise vidinate jaoks sobiva veebilehe malli automaatseks valimiseks vastavalt enimlevinud veebilehtede kasutatavuse juhtnööridele. Selleks laetakse vidinate ning struktuurimallide kirjeldused koos kasutatavuse juhtnööridest saadud reeglitega reeglimootorisse ning kasutatakse reeglimootorit ekspertsüsteemina, mis soovitab sobivamaid malle vastavalt etteantud vidinate komplektile. Lahenduse reeglipõhine ülesehitus võimaldab uute vidinate ning mallide lisandumisel või juhtnööride muutumisel operatiivselt reageerida nendele muutustele reeglibaasi täiendamise kaudu. Väljapakutud lahendus realiseeriti käesoleva töö raames Auto Microsite rakendusena, mis koosneb serveri- ning kliendipoolsest osast. Serveri poolel toimub reeglite abil vidinate komplekti visualiseerimiseks sobiva malli valimine kasutades OO jDREW RuleML reeglimootorit ning rakenduse paketeerimiseks koodi genereerimine. Kliendi poolel kasutatakse OpenAjax Hub raamistikkuvidinate turvaliseks eraldamiseks ning omavahel suhtlemapanemisel. Samuti on kliendi poolel lahendatud genereeritud veebilehe vastavusse viimine brauseri võimalustega. Katsetamaks Auto Microsite rakendust praktikas loodi seda kasutades realisatsioonid kahele lihtsale stsenaariumile. Esimesel juhul viusaliseeriti Euroopa 1997-2008 tööjõukulude (Hourly labour costs in Euros (European Union 1997-2008) ing. k.) andmeid kaardi, tabeli, kokkuvõtte ja menüü vidinatega. Teisel juhul kasutati lisaks andmete visualiseerimise vidinatele ka väliseid andmeallikaid, mis olid realiseeritud mittevisuaalsete vidinatena. Saadud andmed visualiseeriti kahe tabeli ning ühe kaardi vidinaga. Näidisveebilehtede loomise tulemusena järeldub, et rakendus sobib lihtsate veebilehtede loomiseks. Lisaks on võimalik lahendust täiendada keerukamate veebirakenduste automaatseks loomiseks läbi vastavate mallide ning reeglite lisamise.This thesis proposes a rule-based widget and layout template matchmaking solution for widget-based microsites. The solution takes as an input a set of widget descriptions and a set of layout templates with widget placeholders and returns a microsite, where the most suitable template has been instantiated with corresponding widgets. Matchmaking is based on applying a rule engine to metadata of widgets and placeholders about their content categories and dimensions,. Additional usability rules are used to further improve the results with respect to commonly accepted usability guidelines. Such a solution makes it possible to modularly enhance the usability results in the future simply by adding new usability rules and layout templates. Furthermore, the solution can be applied in mashup creation tools for layout selection. The proposed solution has been implemented and is called Auto Microsite in this thesis. The system consists of a server-side and a client-side component. The server-side component matches widgets with layout template placeholders according to the given rules by using the OO jDREW RuleML engine. The client-side is responsible for presenting the mashup appropriately for the client device. The latter is based on OpenAjax Hub 2.0 framework, which enables secure sandboxing and communication of widgets in the generated microsite. Furthermore, OpenAjax Metadata 1.0 specification is used in this thesis to package the widgets such that they could be easily reused. In order to evaluate the Auto Microsite system in practice two proof of concept (PoC) scenarios were implemented. The first scenario visualized "Hourly labour costs in Euros (European Union 1997-2008)" data using widgets for a map, a table and a summary. In the second scenario, also data was queried through a SOAP service and a Web site. In the scenario data was visualized using two table widgets and a map widget. The SOAP service and queries to the Web site were packaged as non-visual widgets to fit the framework. The POCs demonstrate that the Auto Microsite system is able to construct widget-based microsites. Furthermore, the framework is capable of constructing also more complex Web applications, with several pages and more content widgets, by adding new rules and templates

    Emerging technologies for learning report (volume 3)

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    Locative Media as Remix

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    While data-driven art is not new, recent developments in technical, artistic, and social spheres have coalesced to produce new opportunities for artists and activists who remix data with space and place to form locationally specific political critiques of great power and flexibility

    Copyrighting Twilight : Digital Copyright Lessons from the Vampire Blogosphere

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    In January of 2010 a United States District Court granted an injunction against a Twilight fan magazine for unauthorized use of copyrighted publicity stills . No surprise there. Intellectual property laws deal effectively – some would argue too effectively – with such cases. Nevertheless, recent Web 2.0 technologies, characterized by user-generated content, raise new challenges for copyright law. Online interactions involving reproductions of copyrighted works in blogs, online fan fiction, and online social networks do not comfortably fit existing copyright paradigms. It is unclear whether participants in Web 2.0 forums are creating derivative works, making legitimate fair uses of copyright works, or engaging in acts of digital copyright piracy and plagiarism. As online conduct becomes more interactive, copyright laws are less effective in creating clear signals about proscribed conduct. This article examines the application of copyright law to Web 2.0 technologies. It suggests that social norms must take on greater significance because of the community-oriented nature of much of today’s online conduct. The discussion is organized around four case studies based on the popular Twilight book and movie franchise. These case studies illuminate the relationship between copyright norms and laws in the Web 2.0 context. The author draws lessons from these case studies that might inform future developments in copyright law and policy that would better align laws with expectations of Web 2.0 participants. Twilight is chosen as the focal point because of the complex online relationships that have developed in recent years between the various copyright stakeholders: the book author; movie directors; producers and distributors of the books and movies; actors and production crews; and, the fans

    The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice

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    This thesis is a practice led enquiry into Locative Media (LM) which argues that this emergent art practice has played an influential role in the shaping of locative technologies in their progression from new to everyday technologies. The research traces LM to its origins at the Karosta workshops, reviews the stated objectives of early practitioners and the ambitions of early projects, establishing it as a coherent art movement located within established traditions of technological art and of situated art practice. Based on a prescient analysis of the potential for ubiquitous networked location-awareness, LM developed an ambitious program aimed at repositioning emergent locative technologies as tools which enhance and augment space rather than surveil and control. Drawing on Krzysztof Ziarek\u27s treatment of avant-garde art and technology in The Force of Art , theories of technology drawn from Science and Technology Studies (STS) and software studies, the thesis builds an argument for the agency of Locative Media. LM is positioned as an interface layer which in connecting the user to the underlying functionality of locative technologies offers alternative interpretations, introduces new usage modes, and ultimately shifts the understanding and meaning of the technology. Building on the Situationist concept of the constructed situation, with reference to an ongoing body of practice, an experimental practice-based framework for LM art is advanced which accounts for its agency and, it is proposed, preserves this agency in a rapidly developing field

    Copyright’s Twilight Zone: Digital Copyright Lessons from the Vampire Blogosphere

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    Web 2.0 technologies, characterized by user-generated content, raise new challenges for copyright law. Online interactions involving reproductions of copyrighted works in blogs, online fan fiction, and online social networks do not comfortably fit existing copyright paradigms. It is unclear whether participants in Web 2.0 forums are creating derivative works, making legitimate fair uses of copyright works, or engaging in acts of digital copyright piracy and plagiarism. As online conduct becomes more interactive, copyright laws are less effective in creating clear signals about proscribed conduct. This article examines the application of copyright law to Web 2.0 technologies. It suggests that social norms must take on greater significance because of the community-oriented nature of much of today’s online conduct. Social norms are significant both as a form of social regulation and because they can guide law and policy makers about appropriate new directions for copyright law reform. This article focuses on four case studies involving the popular Twilight book and movie franchise. These case studies illuminate the relationship between copyright norms and laws in the Web 2.0 context. The author draws lessons from the case studies that might inform future developments in copyright law and policy that would better align laws with expectations of Web 2.0 participants. Twilight is chosen as the focal point because of the complex online relationships that have developed in recent years between the various copyright stakeholders: the book author; movie directors; producers and distributors of the books and movies; actors and production crews; and, the fans

    Internet of things

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    Manual of Digital Earth / Editors: Huadong Guo, Michael F. Goodchild, Alessandro Annoni .- Springer, 2020 .- ISBN: 978-981-32-9915-3Digital Earth was born with the aim of replicating the real world within the digital world. Many efforts have been made to observe and sense the Earth, both from space (remote sensing) and by using in situ sensors. Focusing on the latter, advances in Digital Earth have established vital bridges to exploit these sensors and their networks by taking location as a key element. The current era of connectivity envisions that everything is connected to everything. The concept of the Internet of Things(IoT)emergedasaholisticproposaltoenableanecosystemofvaried,heterogeneous networked objects and devices to speak to and interact with each other. To make the IoT ecosystem a reality, it is necessary to understand the electronic components, communication protocols, real-time analysis techniques, and the location of the objects and devices. The IoT ecosystem and the Digital Earth (DE) jointly form interrelated infrastructures for addressing today’s pressing issues and complex challenges. In this chapter, we explore the synergies and frictions in establishing an efficient and permanent collaboration between the two infrastructures, in order to adequately address multidisciplinary and increasingly complex real-world problems. Although there are still some pending issues, the identified synergies generate optimism for a true collaboration between the Internet of Things and the Digital Earth
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