2,011 research outputs found

    Semantic web learning technology design: addressing pedagogical challenges and precarious futures

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    Semantic web technologies have the potential to extend and transform teaching and learning, particularly in those educational settings in which learners are encouraged to engage with ‘authentic’ data from multiple sources. In the course of the ‘Ensemble’ project, teachers and learners in different disciplinary contexts in UK Higher Education worked with educational researchers and technologists to explore the potential of such technologies through participatory design and rapid prototyping. These activities exposed some of the barriers to the development and adoption of emergent learning technologies, but also highlighted the wide range of factors, not all of them technological or pedagogical, that might contribute to enthusiasm for and adoption of such technologies. This suggests that the scope and purpose of research and design activities may need to be broadened and the paper concludes with a discussion of how the tradition of operaismo or ‘workers’ enquiry’ may help to frame such activities. This is particularly relevant in a period when the both educational institutions and the working environments for which learners are being prepared are becoming increasingly fractured, and some measure of ‘precarity’ is increasingly the norm

    Post modern identity : "in between" real and virtual

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    The article focus on the phenomena of the "radical change" (transformation) brought by new ICT technologies, associated with the information and communication revolution, both on the level of the collective: bringing disruptive changes within economic, social and cultural sphere, and on the level of the individual, evoking fundamental, yet subtle, changes within our psyche impacting our identity (ies). The multiple scientific discourses, when analyzing the impact of new technologies, usually focus on changes in the economic, social or cultural sphere, defining them within the context of its semantic field (resulting different explanatory models built around different theoretical concepts, together with the accompanying different methodology). The main hypothesis of the "radical change" (transformation) brought by new technologies, usually described in reference to new paradigm change, refers to constantly increasing impact (direct mediation) of ICT technologies in almost all spheres of our lives: social, economical and cultural, but hardly ever discuss the extremely subtle reconfiguration of our psychological space made under the influence of new technologies. As such the article focuses mainly the impact of new technologies upon the psyche and post-modern identity, trying to fully grasp and understand both the visible (direct) and the invisible (subtle) changes, from the perspective of psychological approach, with special reference to Jung’s analytical psychology. The core element (novelty) is the attempt to fully grasp (understand) the phenomena of moving (living) ‘in between’ real and virtual (identity/ environment), mainly from the point view (implications) of psychological as well as philosophical (ontological), not as in majority of cases (discourses) from the technological, economical, sociological perspective. Cultural anthropology evokes the concept of liminality to denominate the boundaries between two different states : functioning within the existing normative (institutional) governance and stepping outside or aside of it, meaning suspension of the existing norms and standards (and break in or pause within the existing culture). The post-modern individual is somehow forced to move ‘in between’ and experience two different environments simultaneously - the physical environment, embedded in real space and time continuum, where we live at the very moment and digital environment created by new technologies (virtual and/or digital space). As such this continuous transition from reality to virtuality evokes the characteristics (attributes) of the liminal experience. Critical analysis of the defined phenomena implies the need of interdisciplinary approach based on the comparative methodology, both from the point view of theoretical discourses as well as more empirical approach, based mainly on the interdisciplinary approach of Jungian Analytical Psychology, as the outlined theme moves ‘in between’ new technologies, culture (as well as economy or social science) and psychology

    Doing and Making: History as Digital Practice

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    Uso de aplicaciones web 3.0 en un ciclo formativo de grado medio : valoración del alumnado y profesorado

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    El artículo da una visión reflexiva sobre el estudio de algunas de las futuras TIC: la WEB 3.0. Ésta es aplicada experimentalmente en la Educación Superior, aunque casi inexistente en otros ciclos educativos. El ensayo se ha realizado en el ámbito de la Educación Secundaria no obligatoria, donde el proceso de alfabetización digital todavía no está presente. Se propuso obtener el nivel de conocimiento y valoración de aplicaciones WEB 2.0 previamente usadas en comparación con algunas aplicaciones catalogadas cómo WEB 3.0. Se realizó un análisis de caso aplicado en distintas fases y con diversos métodos. La 1a Fase iniciada con la selección de aplicaciones WEB 3.0 mediante el juicio de expertos (Informáticos y pedagogos) destinadas al uso del profesorado y del alumnado. Se pasó un cuestionario Pre-test antes de mostrar las nuevas aplicaciones a profesores y alumnos para conocer las opiniones sobre éstas. La 2a Fase se centró en mostrar las nuevas aplicaciones a los mismos sujetos. Y, en la 3a Fase, la evaluación Pos-test, se volvió a presentar el cuestionario a cada grupo. Los resultados de la valoración de ambos grupos coincidieron en la motivación por este tipo de TIC y también por la velocidad de búsqueda de información, así como de su representación. Aunque parece ser que aún hay reticencia sobre la gratuidad de estas aplicaciones y las características de la red de los centros.This paper gives a reflective perspective on the study of some of the future ICT: WEB 3.0. This is experimentally applied in higher education, although nonexistent in other educational cycles. The trial has been done in the field of non-compulsory secondary education, where the process of digital literacy is not still present. Proposed to obtain the level of knowledge and appreciation of WEB 2.0 applications previously used in comparison with some listed applications how WEB 3.0. A case analysis was performed in different stages and different methods. The 1st phase started with a selection of WEB 3.0 applications using the judgment of experts (computer scientists and pedagogues) intended for the use of teachers andstudents. A Pre-test questionnaire was passed before displaying new applications to teachers and students to know the opinions on these. Phase 2 focused on show new applications to the same subjects. And, in the 3rd phase, the Post-test evaluation, turned to introduce the questionnaire to each group. The results of the evaluation of both groups agreed on the motivation for this type of ICT and the speed of information search and its representation. Although it appears that there is still reluctance on free of these applications and features of the network of centers

    Public Domain GIS, Mapping & Imaging using Web-based Services

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    Aesthetics, Psyche and Media: A Manifold of Mimesis in the Age of Simulation

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    Within a dialogue with various authors, it seems that there can’t be just one universal reflection that allows us to comprehend the rising dynamism of new media. For example, Baudrillard declared the end of the traditional way of thinking about contemporary media and showed their role in the process of the endless simulation of truth. It has been shown that the contemporary world of media can be considered in dialogue with the philosophical tradition, and be evaluated in the phenomenological psychopathology (Fuchs) evaluation horizon. In this consideration, the notion of variation (Manovich), plays a key role in replacing the traditionally understood notion of mimesis. Artistic practice is precisely the main exemplar that shows the influence of new media on identity construction (simulated versions of personal identity), as well as the relationship between the artistic original and the copy. Although new digital media allows maintenance of desired (identity) simulations, its great potential is evident in enabling subjects to express their individuality, as well as in searching for new ways to improve their quality of life. This context opens a new problem, namely the one of avatar – a selected photo or image that defines the identity of entities present in the fields of the virtual agora (Baudrillard) and private chat rooms of the social media. Avatar`s function is being problematized by asking whether they represent the reduction and closure of the width of a person's beingness within the set image, or whether they facilitate and stimulate its realization by depriving them of the stress and discomfort that is caused by physical confrontation and intercourse with other persons in the living space. The given issue inevitably points to the problem of the general narcissism of our culture (Lasch), calling upon philosophical orientation to enter the discussion

    Slapping Ideology : an analysis of a new elementary structure of ideology on Instagram

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    Where is the ideology today? Postmodern time is characterized by uncertainty and this uncertainty also makes uncertain the meaning of ideology. This is because digital communication does not help to understand the real meaning of words. This research offers a contribution to clarify the meaning of ideology within this new technological context. In the explanation of ideological phenomena, the main trouble is based on this historical context, that is, the media power has no interest in promoting a communication built on clarity and values of messages. It tries to persuade people by giving an incorrect representation of the things. The goal of this cultural investigation was reached using two principles: the principle of performative communication and the principle of spectacular communication. The application of the analysis was realized through an exam of Instagram platform, considering its structure and functioning. The analysis is focused especially on the composition of photos and captures of different kinds of users. Are we still able to propose good images? Are we still able to control our digital communication? To sum up, the research wanted to prove that the control of digital communication is possible, without giving up the use of images on Instagram.Onde está a ideologia hoje? Na incerteza que caracteriza o Pós Moderno tornou­se inseguro também o significado de ideologia. Isso aconteceu porque a comunicação digital não nos ajuda a compreender o significado mesmo das palavras. Esta investigação propõe oferecer o contributo para esclarecer e distinguir de maneira precisa o significado da ideologia neste novo contexto tecnológico. A dificuldade principal neste trabalho de esclarecimento do fenômeno ideológico é devido a esta circunstância histórica: o poder midiático não tem interesse em favorecer uma comunicação que clarifique o efectivo sentido e valor das mensagens. A comunicação tenta persuadir para não dar uma correta representação das coisas. Para atingir o objetivo desta investigação cultural, o uso de dois princípios foi fundamental: o princípio da comunicação performativa e o princípio da comunicação espectacular. Ainda somos capazes de oferecer boas imagens? Ainda somos capazes de controlar a comunicação digital? Em resumo, a pesquisa pretendia demonstrar que é possível o controle da comunicação digital, sem ter que renunciar ao uso das imagens no Instagram

    Informationist Science Fiction Theory and Informationist Science Fiction

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    Informationist Science Fiction theory provides a way of analysing science fiction texts and narratives in order to demonstrate on an informational basis the uniqueness of science fiction proper as a mode of fiction writing. The theoretical framework presented can be applied to all types of written texts, including non-fictional texts. In "Informationist Science Fiction Theory and Informationist Science Fiction" the author applies the theoretical framework and its specific methods and principles to various contemporary science fiction works, including works by William Gibson, Neal Stephenson and Vernor Vinge. The theoretical framework introduces a new informational theoretic re-framing of existing science fiction literary theoretic posits such as Darko Suvin's novum, the mega-text as conceived of by Damien Broderick, and the work of Samuel R Delany in investigating the subjunctive mood in SF. An informational aesthetics of SF proper is established, and the influence of analytic philosophy - especially modal logic - is investigated. The materialist foundations of the metaphysical outlook of SF proper is investigated with a view to elucidating the importance of the relationship between scientific materialism and SF. SF is presented as The Fiction of Veridical, Counterfactual and Heterogeneous Information

    Connecting works of art within the semantic web of symbolic meanings

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    My doctoral research is about the modelling of symbolism in the cultural heritage domain, and on connecting artworks based on their symbolism through knowledge extraction and representation techniques. In particular, I participated in the design of two ontologies: one models the relationships between a symbol, its symbolic meaning, and the cultural context in which the symbol symbolizes the symbolic meaning; the second models artistic interpretations of a cultural heritage object from an iconographic and iconological (thus also symbolic) perspective. I also converted several sources of unstructured data, a dictionary of symbols and an encyclopaedia of symbolism, and semi-structured data, DBpedia and WordNet, to create HyperReal, the first knowledge graph dedicated to conventional cultural symbolism. By making use of HyperReal's content, I showed how linked open data about cultural symbolism could be utilized to initiate a series of quantitative studies that analyse (i) similarities between cultural contexts based on their symbologies, (ii) broad symbolic associations, (iii) specific case studies of symbolism such as the relationship between symbols, their colours, and their symbolic meanings. Moreover, I developed a system that can infer symbolic, cultural context-dependent interpretations from artworks according to what they depict, envisioning potential use cases for museum curation. I have then re-engineered the iconographic and iconological statements of Wikidata, a widely used general-domain knowledge base, creating ICONdata: an iconographic and iconological knowledge graph. ICONdata was then enriched with automatic symbolic interpretations. Subsequently, I demonstrated the significance of enhancing artwork information through alignment with linked open data related to symbolism, resulting in the discovery of novel connections between artworks. Finally, I contributed to the creation of a software application. This application leverages established connections, allowing users to investigate the symbolic expression of a concept across different cultural contexts through the generation of a three-dimensional exhibition of artefacts symbolising the chosen concept

    Informationist Science Fiction Theory and Informationist Science Fiction

    Get PDF
    Informationist Science Fiction theory provides a way of analysing science fiction texts and narratives in order to demonstrate on an informational basis the uniqueness of science fiction proper as a mode of fiction writing. The theoretical framework presented can be applied to all types of written texts, including non-fictional texts. In "Informationist Science Fiction Theory and Informationist Science Fiction" the author applies the theoretical framework and its specific methods and principles to various contemporary science fiction works, including works by William Gibson, Neal Stephenson and Vernor Vinge. The theoretical framework introduces a new informational theoretic re-framing of existing science fiction literary theoretic posits such as Darko Suvin's novum, the mega-text as conceived of by Damien Broderick, and the work of Samuel R Delany in investigating the subjunctive mood in SF. An informational aesthetics of SF proper is established, and the influence of analytic philosophy - especially modal logic - is investigated. The materialist foundations of the metaphysical outlook of SF proper is investigated with a view to elucidating the importance of the relationship between scientific materialism and SF. SF is presented as The Fiction of Veridical, Counterfactual and Heterogeneous Information
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