1,524 research outputs found

    Conceptual Linking: Ontology-based Open Hypermedia

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    This paper describes the attempts of the COHSE project to define and deploy a Conceptual Open Hypermedia Service. Consisting of • an ontological reasoning service which is used to represent a sophisticated conceptual model of document terms and their relationships; • a Web-based open hypermedia link service that can offer a range of different link-providing facilities in a scalable and non-intrusive fashion; and integrated to form a conceptual hypermedia system to enable documents to be linked via metadata describing their contents and hence to improve the consistency and breadth of linking of WWW documents at retrieval time (as readers browse the documents) and authoring time (as authors create the documents)

    Conceptual Linking: Ontology-based Open Hypermedia

    No full text
    This paper describes the attempts of the COHSE project to define and deploy a Conceptual Open Hypermedia Service. Consisting of • an ontological reasoning service which is used to represent a sophisticated conceptual model of document terms and their relationships; • a Web-based open hypermedia link service that can offer a range of different link-providing facilities in a scalable and non-intrusive fashion; and integrated to form a conceptual hypermedia system to enable documents to be linked via metadata describing their contents and hence to improve the consistency and breadth of linking of WWW documents at retrieval time (as readers browse the documents) and authoring time (as authors create the documents)

    Reviews

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    Computers and Typography edited by Rosemary Sassoon, Oxford, Intellect, 1993. ISBN: 1–871516–23–4

    Context-driven progressive enhancement of mobile web applications: a multicriteria decision-making approach

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    Personal computing has become all about mobile and embedded devices. As a result, the adoption rate of smartphones is rapidly increasing and this trend has set a need for mobile applications to be available at anytime, anywhere and on any device. Despite the obvious advantages of such immersive mobile applications, software developers are increasingly facing the challenges related to device fragmentation. Current application development solutions are insufficiently prepared for handling the enormous variety of software platforms and hardware characteristics covering the mobile eco-system. As a result, maintaining a viable balance between development costs and market coverage has turned out to be a challenging issue when developing mobile applications. This article proposes a context-aware software platform for the development and delivery of self-adaptive mobile applications over the Web. An adaptive application composition approach is introduced, capable of autonomously bypassing context-related fragmentation issues. This goal is achieved by incorporating and validating the concept of fine-grained progressive application enhancements based on a multicriteria decision-making strategy

    Supporting students' construction of hypermedia

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    This thesis considers the proposition that hypermedia may be employed effectively in higher education. More specifically, the question of its use by undergraduate music students to assist in writing essays and dissertations is investigated. The work begins with a review of general issues relating to educational hypermedia, such as its history, application, design and architecture. A user-centred approach to hypermedia development is advocated, and after critique and analysis of the literature, a framework for human-computer interaction for educational hypermedia is proposed. A case study is reported which serves to facilitate the undertaking of original research, as well as to evaluate the proposed framework. Other environments are also selected to carry out more generic research. Both reading strategies and writing strategies are investigated, and the results from these studies are used to conduct a repertory grid analysis of students' approaches to and perceptions of essay and dissertation development. The outcome of this experiment concludes with a proposal for a structural model of essay and dissertation development. Analysis of the model suggests the need for further survey analysis of taskartefact usage in specific educational domains, and experimental studies into electronic document manipulation and the reading of music from computer screens are investigated with respect to the case study environment. The implications of the research carried out in this thesis have assisted in and helped to justify the design of the prototype system HECTOR (Hypermedia, from Essay Conception TO Realisation). It aims to support students in their research, planning and writing of essays and dissertations. HECTOR has been evaluated in the field, and the results of this go some way to supporting the hypothesis of the thesis - that hypermedia can be employed effectively in higher education

    Science of Digital Libraries(SciDL)

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    Our purpose is to ensure that people and institutions better manage information through digital libraries (DLs). Thus we address a fundamental human and social need, which is particularly urgent in the modern Information (and Knowledge) Age. Our goal is to significantly advance both the theory and state-of-theart of DLs (and other advanced information systems) - thoroughly validating our approach using highly visible testbeds. Our research objective is to leverage our formal, theory-based approach to the problems of defining, understanding, modeling, building, personalizing, and evaluating DLs. We will construct models and tools based on that theory so organizations and individuals can easily create and maintain fully functional DLs, whose components can interoperate with corresponding components of related DLs. This research should be highly meritorious intellectually. We bring together a team of senior researchers with expertise in information retrieval, human-computer interaction, scenario-based design, personalization, and componentized system development and expect to make important contributions in each of those areas. Of crucial import, however, is that we will integrate our prior research and experience to achieve breakthrough advances in the field of DLs, regarding theory, methodology, systems, and evaluation. We will extend the 5S theory, which has identified five key dimensions or onstructs underlying effective DLs: Streams, Structures, Spaces, Scenarios, and Societies. We will use that theory to describe and develop metamodels, models, and systems, which can be tailored to disciplines and/or groups, as well as personalized. We will disseminate our findings as well as provide toolkits as open source software, encouraging wide use. We will validate our work using testbeds, ensuring broad impact. We will put powerful tools into the hands of digital librarians so they may easily plan and configure tailored systems, to support an extensible set of services, including publishing, discovery, searching, browsing, recommending, and access control, handling diverse types of collections, and varied genres and classes of digital objects. With these tools, end-users will for be able to design personal DLs. Testbeds are crucial to validate scientific theories and will be thoroughly integrated into SciDL research and evaluation. We will focus on two application domains, which together should allow comprehensive validation and increase the significance of SciDL's impact on scholarly communities. One is education (through CITIDEL); the other is libraries (through DLA and OCKHAM). CITIDEL deals with content from publishers (e.g, ACM Digital Library), corporate research efforts e.g., CiteSeer), volunteer initiatives (e.g., DBLP, based on the database and logic rogramming literature), CS departments (e.g., NCSTRL, mostly technical reports), educational initiatives (e.g., Computer Science Teaching Center), and universities (e.g., theses and dissertations). DLA is a unit of the Virginia Tech library that virtually publishes scholarly communication such as faculty-edited journals and rare and unique resources including image collections and finding aids from Special Collections. The OCKHAM initiative, calling for simplicity in the library world, emphasizes a three-part solution: lightweightprotocols, component-based development, and open reference models. It provides a framework to research the deployment of the SciDL approach in libraries. Thus our choice of testbeds also will nsure that our research will have additional benefit to and impact on the fields of computing and library and information science, supporting transformations in how we learn and deal with information

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    Smart device interactivity’s impact on value co-creation in the sport industry

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    Resumen: El propósito de este estudio es investigar el impacto que tienen los dispositivos inteligentes en la interactividad del cliente y la co-creación de productos valiosos en la industria deportiva a través de la implementación del capital social y la eficacia colectiva. Una muestra de 262 estudiantes participaron en este estudio, y un modelo de ecuaciones estructurales (SEM por sus siglas en inglés) fue calculado para medir la relación entre las variables en el modelo conceptual. Los resultados revelaron que la interactividad que consiste de control del usuario, sensibilidad, y sincronización tiene un impacto significativo en el capital social. Además, ambas la interactividad tecnológica y el capital social son asociados positivamente con la eficacia colectiva. Finalmente, la eficacia colectiva tiene una influencia positiva en la co-creación de productos de valiosos, pero el capital social no aparenta afectar directamente la co-creacioón de productos de valor. Basado en estos resultados, este estudio sugiere la necesidad de aprovechar las nuevas plataformas que apoyen la co-creación de productos valiosos con los clientes en un ambiente de mercadeo constantemente cambiante. Abstract: The purpose of this study is to investigate the impact of smart device's interactivity on customer value co-creation in the sports industry through bridging social capital and collective efficacy. A sample of 262 students participated in the study, and a structural equation modeling (SEM) was carried out to measures the relationship between variables in the conceptual model. The results revealed that interactivity consisting of user control, responsiveness, and synchronicity had a significant impact on bridging social capital. In addition, both technological interactivity and bridging social capital were positively associated with collective efficacy. Lastly, collective efficacy had a positive influence on co-creation value, but bridging social capital did not appear to directly affect co-creation value. Based on these results, this study suggests the need to take advantage of new platforms that can build value co-creation with customers in the rapidly changing marketing environment
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