705 research outputs found

    Alan Turing: a bomba, a lógica, a matemática e a cifra

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    O trabalho desenvolvido pelo matemático inglês, durante a segunda guerra mundial (WW II), em Bletchley Park para decifrar as mensagens alemãs.Description of the work done by Alan Turing during the WW II at Bletchley Park

    Enigma Machine

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    A color photograph of the Enigma machine. Information Provided by Michael D. Bulmash: Enigma machine invented by Germans for transmitting secret military information. Alan Turing and others at Bletchley Park\u27s cipher program in England were able to break the Enigma code which helped with the Allied war effort.https://digital.kenyon.edu/bulmash/1497/thumbnail.jp

    A Cultural Heritage Forum Celebrating Technological Innovation at Station X

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    We aim to encourage and support public participation in heritage through the development of Cultural Heritage Forums, a kind of cultural web portal that enables active participation of communities of interest in a way that complements rather than replaces visits to physical cultural institutions. The cultural heritage forum described here (Station X) is concerned with promoting an understanding of technology innovation in the areas of computing and cryptography. We propose a number of scenarios concerning how the forum can be designed, drawing on our earlier work in using knowledge modelling and text analysis to support the exploration of digital resources

    Where are all the Curious Students? Fostering a Love for Learning Through a Curiology box Approach

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    Learning computing heritage through gaming – whilst teaching digital development through history

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    This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes

    Historical Amnesia: British and U.S. Intelligence, Past and Present

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    Many intelligence scandals in the news today seem unprecedented - from Russian meddling in the 2016 U.S. Presidential election, to British and U.S. intelligence agencies monitoring activities of their citizens. They seem new largely because, traditionally, intelligence agencies on both sides of the Atlantic were excessively secretive about their past activities: even the names “GCHQ” and “NSA” were airbrushed from declassified records, and thus missing from major historical works and scholarship on on post-war international relations. The resulting secrecy about British and U.S. intelligence has led to misunderstandings and conspiracy theories in societies about them. Newly opened secret records now reveal the long history of many subjects seen in today’s news-cycle: Anglo-American intelligence cooperation, interference by countries in foreign elections, disinformation, and the use and abuse of intelligence by governments. Newly declassified records also add to our understanding of major chapters of international history, like Britain’s post-war end of empire. Without overcoming our historical amnesia disorder about U.S. and British intelligence, citizens, scholars and policy-makers cannot hope to understand the proper context for what secret agencies are doing today

    Semantic browsing of digital collections

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    Visiting museums is an increasingly popular pastime. Studies have shown that visitors can draw on their museum experience, long after their visit, to learn new things in practical situations. Rather than viewing a visit as a single learning event, we are interested in ways of extending the experience to allow visitors to access online resources tailored to their interests. Museums typically have extensive archives that can be made available online, the challenge is to match these resources to the visitor’s interests and present them in a manner that facilitates exploration and engages the visitor. We propose the use of knowledge level resource descriptions to identify relevant resources and create structured presentations. A system that embodies this approach, which is in use in a UK museum, is presented and the applicability of the approach to the broader semantic web is discussed

    Anagramming Co-Authors

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    A British mathematician, I.J. Good, who was a veteran of the World War II codebreaking group at Bletchley Park, once published a paper listing k. Caj Doog as co-author (an obvious rearrangement of the letters of Jack Good). When asked subsequently about the status of his collaborator, Good replied that he lost contact with Doog after the Chinese Communists overran Tibet
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