12,989 research outputs found
Knowledge Organization Systems (KOS) in the Semantic Web: A Multi-Dimensional Review
Since the Simple Knowledge Organization System (SKOS) specification and its
SKOS eXtension for Labels (SKOS-XL) became formal W3C recommendations in 2009 a
significant number of conventional knowledge organization systems (KOS)
(including thesauri, classification schemes, name authorities, and lists of
codes and terms, produced before the arrival of the ontology-wave) have made
their journeys to join the Semantic Web mainstream. This paper uses "LOD KOS"
as an umbrella term to refer to all of the value vocabularies and lightweight
ontologies within the Semantic Web framework. The paper provides an overview of
what the LOD KOS movement has brought to various communities and users. These
are not limited to the colonies of the value vocabulary constructors and
providers, nor the catalogers and indexers who have a long history of applying
the vocabularies to their products. The LOD dataset producers and LOD service
providers, the information architects and interface designers, and researchers
in sciences and humanities, are also direct beneficiaries of LOD KOS. The paper
examines a set of the collected cases (experimental or in real applications)
and aims to find the usages of LOD KOS in order to share the practices and
ideas among communities and users. Through the viewpoints of a number of
different user groups, the functions of LOD KOS are examined from multiple
dimensions. This paper focuses on the LOD dataset producers, vocabulary
producers, and researchers (as end-users of KOS).Comment: 31 pages, 12 figures, accepted paper in International Journal on
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This report shares the journey of three partners' experiment with digital technology to address societal challenges linked to ageing and social isolation. In recent years artsdepot has seen enormous changes to its business model driven by the advance of digital communication tools, rapidly increasing use of social media, and changing consumer behaviours. The project team felt that digital innovation was typically aimed at the young but wondered if there was greater potential to increase attendance and sales while also addressing social isolation through creating digital innovations with older people.
A range of partners worked on the project: artsdepot (arts partner and project lead) is a multi-art form venue based in North Finchley welcoming 130,000 audience members annually. DigiLab (research partner) is an R&D laboratory based at London College of Communication, University of the Arts London. Ingelby (tech partner) is a digital agency specialising in app building and mobile app development, as well as mobile website design , e-commerce development , customised CRM systems and creative digital media. This project aimed to explore digital technologies that could help create increased levels of arts attendance among older people by identifying barriers and designing digital solutions. artsdepot felt that by enabling increased arts attendance and therefore facilitating opportunities to socialise, they might help establish new friendships while providing enriching creative experiences. Additionally, the team felt there was an additional benefit in terms of demonstrating an economic model for engaging older audiences. Having learnt in the application phase that two thirds of older people have more disposable income than any other age group, artsdepot felt that if it could address other barriers to attendance, it could also improve ticket sales and build a case for increased focus on older audiences
Developing personas and proto personas to enhance the art museum visitor experience
This paper aims to study and think about the use of personas and proto personas
on the art museum visitors’ experience. Its object of study is the educational
services of art museums focusing on children and young people up to the age of
18. This is a hybrid - conceptual and empirical – and exploratory study. Conducted
through a qualitative methodology, constructivist paradigm and design approach.
It relies on critical and creative thinking, as well on data collection. Using a total
of 36 interviews to teachers/educators and legal tutors, divided into two distinct
phases, and three pre-test interviews. It expands the investigation of application
of the construction of personas and proto personas in the management of
educational services in art museums. The value of this study lies in exploration of
the construction of personas and in a learning context Do - Feel - Learn instead of
the traditional “Learn - Feel - Do”.info:eu-repo/semantics/publishedVersio
Kaplan's Sloppy Thinker and the Demonstrative Origine of Indeicals
In this paper we give some suggestions from etymology on the contrast between Kaplan’s direct reference theory and a neo-Fregean view on indexicals. After a short summary of the philosophical debate on indexicals (§1), we use some remarks about the hidden presence of a demonstrative root in all indexicals to derive some provisional doubts concerning Kaplan’s criticism of what he calls “sloppy thinker” (§2). To support those doubts, we will summarise some etymological data on the derivation of the so-called “pure indexicals” from an original demonstrative root (§ 3). The aim of the paper is to consider etymological data as providing evidence for alternative theories of language and fostering new directions in linguistic and philosophical research on specific topics
Categorisation of visualisation methods to support the design of Human-Computer Interaction systems
During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation
MensSana: Design of a mental well-being self-report interface for shop floor workers
A ascensĂŁo da IndĂşstria 4.0 trouxe consigo novas tecnologias e oportunidades que estĂŁo a mudar a natureza do trabalho, especialmente em ambientes de chĂŁo de fábrica. No entanto, essas mudanças tambĂ©m trouxeram novos desafios para os trabalhadores, incluindo desafios na sua saĂşde mental. Estes trabalhadores, em particular, enfrentam no seu trabalho estressores fĂsicos e mentais que podem afetar seu bem-estar geral, apesar dos esforços da IndĂşstria 4.0. O conceito de Operador 4.0 na IndĂşstria 4.0 introduz muitos operadores, como o Operador Saudável, que enfatiza a centralidade no ser humano e visa melhorar a eficiĂŞncia e o bem-estar do trabalhador por meio de tecnologias avançadas e análise de dados.
Esta tese propõe o desenvolvimento de uma ferramenta protĂłtipo, co-criada e validada no contexto da IndĂşstria 4.0 para medir mĂ©tricas do trabalhador e do local de trabalho, criando uma imagem holĂstica do trabalhador, sua competĂŞncia e bem-estar, alinhado ao conceito de um trabalhador "mais saudável" de Romero et al. Essas informações sĂŁo devolvidas ao trabalhador e apresentadas de maneira legĂvel e compreensĂvel para identificar tendĂŞncias e informar decisões futuras relacionadas ao trabalho e bem-estar.The rise of Industry 4.0 has brought about new technologies and opportunities that are changing the nature of work, particularly in factory floor settings. However, these changes have also brought about new challenges for workers, including mental health issues. Shop floor workers, in particular, face physical and mental stressors in their work that can impact their overall well-being, despite Industry 4.0 efforts. The Operator 4.0 concept in Industry 4.0 introduces a lot of operators like the Healthy Operator that emphasises human-centricity and aims to improve worker efficiency and well-being through advanced technologies and data analytics.
This thesis proposes the development of a prototype tool co-created and validated in the context of Industry 4.0 to measure metrics from the worker and the workplace, creating a holistic picture of the worker, their competence and well-being in line with Romero's et al. concept of a "healthier" worker. This information is returned to the worker and presented in a readable and understandable manner to identify trends and inform future decisions concerning their work and well-being
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