31,587 research outputs found

    Interfaces of the Agriculture 4.0

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    The introduction of information technologies in the environmental field is impacting and changing even a traditional sector like agriculture. Nevertheless, Agriculture 4.0 and data-driven decisions should meet user needs and expectations. The paper presents a broad theoretical overview, discussing both the strategic role of design applied to Agri-tech and the issue of User Interface and Interaction as enabling tools in the field. In particular, the paper suggests to rethink the HCD approach, moving on a Human-Decentered Design approach that put together user-technology-environment and the importance of the role of calm technologies as a way to place the farmer, not as a final target and passive spectator, but as an active part of the process to aim the process of mitigation, appropriation from a traditional cultivation method to the 4.0 one

    Telematics programme (1991-1994). EUR 15402 EN

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    From anarchy to good practice: the evolution of standards in archaeological computing

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    This paper reviews the importance of standards in archaeological computing and traces their development, and the tensions surrounding their deployment. Three categories of standards are defined: technical, content and metadata standards. Standards are shown to be particularly important to current initiatives which seek to achieve interoperability between distributed electronic resources. If we are to achieve the potential advantages of a semantic web for heritage data over traditional search engine technologies, standards are essential. The paper introduces the Archaeotools project, which is seeking to create a faceted browse interface to archaeological resources. It concludes that data standards and ontologies are essential to the success of such projects

    Achieving interoperability between the CARARE schema for monuments and sites and the Europeana Data Model

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    Mapping between different data models in a data aggregation context always presents significant interoperability challenges. In this paper, we describe the challenges faced and solutions developed when mapping the CARARE schema designed for archaeological and architectural monuments and sites to the Europeana Data Model (EDM), a model based on Linked Data principles, for the purpose of integrating more than two million metadata records from national monument collections and databases across Europe into the Europeana digital library.Comment: The final version of this paper is openly published in the proceedings of the Dublin Core 2013 conference, see http://dcevents.dublincore.org/IntConf/dc-2013/paper/view/17

    Semantic Technologies for Manuscript Descriptions ā€” Concepts and Visions

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    The contribution at hand relates recent developments in the area of the World Wide Web to codicological research. In the last number of years, an informational extension of the internet has been discussed and extensively researched: the Semantic Web. It has already been applied in many areas, including digital information processing of cultural heritage data. The Semantic Web facilitates the organisation and linking of data across websites, according to a given semantic structure. Software can then process this structural and semantic information to extract further knowledge. In the area of codicological research, many institutions are making efforts to improve the online availability of handwritten codices. If these resources could also employ Semantic Web techniques, considerable research potential could be unleashed. However, data acquisition from less structured data sources will be problematic. In particular, data stemming from unstructured sources needs to be made accessible to SemanticWeb tools through information extraction techniques. In the area of museum research, the CIDOC Conceptual Reference Model (CRM) has been widely examined and is being adopted successfully. The CRM translates well to Semantic Web research, and its concentration on contextualization of objects could support approaches in codicological research. Further concepts for the creation and management of bibliographic coherences and structured vocabularies related to the CRM will be considered in this chapter. Finally, a user scenario showing all processing steps in their context will be elaborated on

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    In Homage of Change

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