22,138 research outputs found

    Expressing the tacit knowledge of a digital library system as linked data

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    Library organizations have enthusiastically undertaken semantic web initiatives and in particular the data publishing as linked data. Nevertheless, different surveys report the experimental nature of initiatives and the consumer difficulty in re-using data. These barriers are a hindrance for using linked datasets, as an infrastructure that enhances the library and related information services. This paper presents an approach for encoding, as a Linked Vocabulary, the "tacit" knowledge of the information system that manages the data source. The objective is the improvement of the interpretation process of the linked data meaning of published datasets. We analyzed a digital library system, as a case study, for prototyping the "semantic data management" method, where data and its knowledge are natively managed, taking into account the linked data pillars. The ultimate objective of the semantic data management is to curate the correct consumers' interpretation of data, and to facilitate the proper re-use. The prototype defines the ontological entities representing the knowledge, of the digital library system, that is not stored in the data source, nor in the existing ontologies related to the system's semantics. Thus we present the local ontology and its matching with existing ontologies, Preservation Metadata Implementation Strategies (PREMIS) and Metadata Objects Description Schema (MODS), and we discuss linked data triples prototyped from the legacy relational database, by using the local ontology. We show how the semantic data management, can deal with the inconsistency of system data, and we conclude that a specific change in the system developer mindset, it is necessary for extracting and "codifying" the tacit knowledge, which is necessary to improve the data interpretation process

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    A Survey on Service Composition Middleware in Pervasive Environments

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    The development of pervasive computing has put the light on a challenging problem: how to dynamically compose services in heterogeneous and highly changing environments? We propose a survey that defines the service composition as a sequence of four steps: the translation, the generation, the evaluation, and finally the execution. With this powerful and simple model we describe the major service composition middleware. Then, a classification of these service composition middleware according to pervasive requirements - interoperability, discoverability, adaptability, context awareness, QoS management, security, spontaneous management, and autonomous management - is given. The classification highlights what has been done and what remains to do to develop the service composition in pervasive environments

    [Subject benchmark statement]: computing

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Addressing the tacit knowledge of a digital library system

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    Recent surveys, about the Linked Data initiatives in library organizations, report the experimental nature of related projects and the difficulty in re-using data to provide improvements of library services. This paper presents an approach for managing data and its "tacit" organizational knowledge, as the originating data context, improving the interpretation of data meaning. By analyzing a Digital Libray system, we prototyped a method for turning data management into a "semantic data management", where local system knowledge is managed as a data, and natively foreseen as a Linked Data. Semantic data management aims to curates the correct consumers' understanding of Linked Datasets, driving to a proper re-use

    Network emulation focusing on QoS-Oriented satellite communication

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    This chapter proposes network emulation basics and a complete case study of QoS-oriented Satellite Communication
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