45,228 research outputs found

    Exploiting multimedia in creating and analysing multimedia Web archives

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    The data contained on the web and the social web are inherently multimedia and consist of a mixture of textual, visual and audio modalities. Community memories embodied on the web and social web contain a rich mixture of data from these modalities. In many ways, the web is the greatest resource ever created by human-kind. However, due to the dynamic and distributed nature of the web, its content changes, appears and disappears on a daily basis. Web archiving provides a way of capturing snapshots of (parts of) the web for preservation and future analysis. This paper provides an overview of techniques we have developed within the context of the EU funded ARCOMEM (ARchiving COmmunity MEMories) project to allow multimedia web content to be leveraged during the archival process and for post-archival analysis. Through a set of use cases, we explore several practical applications of multimedia analytics within the realm of web archiving, web archive analysis and multimedia data on the web in general

    How does Information Technology impact the methods, potential and purpose of education?

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    It is evident that information technology has affected changes to the methods, purpose and the perceived potential of education. While various authors differ in their opinion on the degree, desirability and destiny of these changes, all agree that change processes have certainly been underway. However, the process of change is far from over. Numerous authors auger grave peril for education institutions that refuse to integrate information technology into every level of the education institution. Some authors argue that the very nature of education itself will change. Information technology, whether perceived as a power for good or a power for evil, certainly has not been neutral. While effecting change has been difficult in many situations, contemporary information technology has by its very nature, been an agent of change in education institutions

    Mobilising Monopoly:game design, place and social values

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    Location based games have seen the translation of popular boardgames into mixed reality settings through the integration of mobile phone technologies. This paper explores modifying the game of Monopoly from a boardgame to a locative mobile phone based game utilising NFC and QR code technologies to engage players with real world places. In doing so, the mechanics, rules and motivations for playing the game shifted in the prototyping of the game concept. Here, we outline the initial game design process, problems and possibilities in modifying such a well-known game to the city streets. We also detail how the mechanics of the game were updated to provide some solutions to ideas surrounding property values, social media values and player location in the new game design

    Second Life: the seventh face of the library?

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    Viewpoint/Discussion Paper Purpose This paper gives a brief introduction to Second Life, an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Approach It offers a reflection on whether library activities in Second Life are different to library services in the real world and suggests that Second Life is just another ‘face’ of the library. Findings Second Life is still in the very early stages of development. There are various barriers and challenges to overcome before it can be used widely within universities. However, this paper shows it does provide an opportunity to experiment and explore what information resources are required in this environment and how librarianship and librarians need to evolve to cater for users in a three dimensional world. Originality/value This paper is based on personal experience and offers as many questions as answers

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    An investigation into the current utilisation and prospective of renewable energy resources and technologies in Libya

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    With the increase in energy demand and the international drive to reduce carbon emission from fossil fuel, there has been a drive in many oil-rich countries to diversify their energy portfolio and resources. Libya is currently interested in utilising its renewable energy resources in order to reduce the financial and energy dependency on oil reserves. This paper investigates the current utilisation and the future of renewable energy in Libya. Interviews have been conducted with managers, consultants and decision makers from different government organisations including energy policy makers, energy generation companies and major energy consumers. The results indicate that Libya is rich in renewable energy resources but in urgent need of a more comprehensive energy strategy and detailed implementation including reasonable financial and educational investment in the renewable energy sector
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