109,677 research outputs found

    Predicting Non-Fungible Token (NFT) Collections: A Contextual Generative Approach

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    Non-fungible tokens (NFTs) are digital assets stored on a blockchain representing real-world objects such as art or collectibles. It is a multibillion-dollar market, where the number of NFT collections increased over 100% in 2022; there are currently more than 80K collections on the Ethereum blockchain. Each collection, containing numerous tokens of a particular theme, has its unique characteristics. In this paper, we take a contextual generative approach that learns these diverse characteristics of NFT collections and generates the potential market value predictions of newly minted ones. We model NFTs as a series of transactions. First, meaningful contexts capturing the characteristics of various collections are derived using unsupervised learning. Next, our generative approach leverages these contexts to learn better characterizations of established NFT collections with differing market capitalization values. Finally, given a new collection in an early stage, the approach generates future transaction series for this emerging collection. Comprehensive experiments demonstrate that our approach closely predicts the potential value of NFT collections

    Creating Digital Art History: Library, Student, and Faculty Collaboration

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    Over the last two decades, teaching, learning, and research in higher education have developed a growing digital presence. Digital development in the humanities has been slow relative to most other areas in academia, and with some exceptions, art and art history have enjoyed slow digital growth within the humanities. Within this environment, the article here presents one collaborative model for digital art history, rare in its exclusive focus on undergraduate “junior scholars”. Undergraduate senior-level art history and studio art students at Providence College collaborate annually with art history and studio art faculty to publish their senior theses in print format as the Art Journal. In the last few years, students, faculty, and digital library staff have enhanced this collaboration to include the publishing from process to product of the Art Journal as a complementary digital Art Journal. They collaborate in creating digital art history and digital studio art in order to bring exponentially greater meaning, significance and visibility to the students’ senior culminating works through real-world digital publishing, including quality control, copyright issues, and ideas related to persistent access and ongoing global visibility for the scholarly and creative works, and for the student scholars. These students function as real-world collaborative scholarly partners in publishing their culminating academic and artistic work globally, and persistently accessible in Providence College’s digital repositories. This case study evidences engagement in meaningful digital knowledge creation focused on the intellectual and creative output of student-scholars and student-artists (art historians and studio artists) as a model for other student-faculty-digital library professional collaborations. Note: Full text document is a pre-print version of article due to publisher rights. Publisher\u27s version available at the following citation: Bailey, D. Russell. Creating Digital Art History: Library, Student and Faculty Collaboration . The International Journal of New Media, Technology, and the Arts. Volume 10. Issue 2. 2015. pp. 1-10. Ninth International Conference on the Arts in Society website: http://artsinsociety.com/the-conference-201

    Desire Lines: Open Educational Collections, Memory and the Social Machine

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    This paper delineates the initial ideas around the development of the Co-Curate North East project. The idea of computerised machines which have a social use and impact was central to the development of the project. The project was designed with and for schools and communities as a digital platform which would collect and aggregate ‘memory’ resources and collections around local area studies and social identity. It was a co-curation process supported by museums and curators which was about the ‘meshwork’ between ‘official’ and ‘unofficial’ archives and collections and the ways in which materials generated from within the schools and community groups could themselves be re-narrated and exhibited online as part of self-organised learning experiences. This paper looks at initial ideas of social machines and the ways in machines can be used in identity and memory studies. It examines ideas of navigation and visualisation of data and concludes with some initial findings from the early stages of the project about the potential for machines and educational work

    Metadata enrichment for digital heritage: users as co-creators

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    This paper espouses the concept of metadata enrichment through an expert and user-focused approach to metadata creation and management. To this end, it is argued the Web 2.0 paradigm enables users to be proactive metadata creators. As Shirky (2008, p.47) argues Web 2.0’s social tools enable “action by loosely structured groups, operating without managerial direction and outside the profit motive”. Lagoze (2010, p. 37) advises, “the participatory nature of Web 2.0 should not be dismissed as just a popular phenomenon [or fad]”. Carletti (2016) proposes a participatory digital cultural heritage approach where Web 2.0 approaches such as crowdsourcing can be sued to enrich digital cultural objects. It is argued that “heritage crowdsourcing, community-centred projects or other forms of public participation”. On the other hand, the new collaborative approaches of Web 2.0 neither negate nor replace contemporary standards-based metadata approaches. Hence, this paper proposes a mixed metadata approach where user created metadata augments expert-created metadata and vice versa. The metadata creation process no longer remains to be the sole prerogative of the metadata expert. The Web 2.0 collaborative environment would now allow users to participate in both adding and re-using metadata. The case of expert-created (standards-based, top-down) and user-generated metadata (socially-constructed, bottom-up) approach to metadata are complementary rather than mutually-exclusive. The two approaches are often mistakenly considered as dichotomies, albeit incorrectly (Gruber, 2007; Wright, 2007) . This paper espouses the importance of enriching digital information objects with descriptions pertaining the about-ness of information objects. Such richness and diversity of description, it is argued, could chiefly be achieved by involving users in the metadata creation process. This paper presents the importance of the paradigm of metadata enriching and metadata filtering for the cultural heritage domain. Metadata enriching states that a priori metadata that is instantiated and granularly structured by metadata experts is continually enriched through socially-constructed (post-hoc) metadata, whereby users are pro-actively engaged in co-creating metadata. The principle also states that metadata that is enriched is also contextually and semantically linked and openly accessible. In addition, metadata filtering states that metadata resulting from implementing the principle of enriching should be displayed for users in line with their needs and convenience. In both enriching and filtering, users should be considered as prosumers, resulting in what is called collective metadata intelligence

    Objects, subjects, bits and bytes: learning from the digital collections of the National Museums

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    This paper is concerned with online museum education, exploring the themes of user-centredness, digitization, authority and control. Taking as its starting point the shift of focus in museum policy from the collection to the user-learner, it suggests that this movement from object to subject – this ‘de-centring’ of the cultural institution – is further complicated by a fundamental change in the nature of the object, as a result of digitization programmes which transform material, ‘possessible’ artefacts into volatile amalgams of bits and bytes. The ability of users to take, manipulate, re-distribute and re-describe digital objects is, we suggest, a primary source of their educational value. It is also, however, a source of difficulty for institutions as they come to terms with the changing patterns of ownership, participation and knowledge production we are experiencing as we move further into the digital age

    General guidelines for designing bilingual low cost digital library services suitable for special library users in developing countries and the Arabic speaking world

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    The World is witnessing a considerable transformation from print based-formats to elec-tronic-based formats thanks to advanced computing technology, which has a profound impact on the dissemination of nearly all previous formats of publications into digital formats on computer networks. Text, still and moving images, sound tracks, music, and almost all known formats can be stored and retrieved on computer magnetic disk. Over the last two decades, a number of special libraries and information centres in the Arab world have introduced electronic resources into their library services. Very few have implemented automated and integrated systems. Despite the im-portance of designing digital libraries not merely for accessing to or retrieval of information but rather for the provision of electronic services, hardly any special library has started the design of digital library services. Managers of special libraries and information centres in developing countries in general and in the Arab world in particular should start building their local digital libraries, as the benefit of establishing such electronic services is considerably massive and well known for expansion of re-search activities and for delivering services that satisfy the needs of targeted end-users. The aim of this paper is to provide general guideline for design of special low cost digital library providing ser-vices that are most frequently required by various categories of special library users in developing countries. This paper also aims at illustrating strategies and method approaches that can be adopted for building such projects. Seeing the importance of designing an inexpensive digital li-brary as basic principle for the design accordingly, the utilisation of today's ICTs and freely avail-able open sources software is the right path for accomplishing such goal. The paper intends to de-scribe the phases and stages required for building such projects from scratch. It also aims at high-lighting the barriers and obstacles facing Arabic content and how could such problems overcome

    Trendswatch 2013: Back to the Future

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    TrendsWatch 2013 highlights six trends that CFM's staff and advisors believe are highly significant to museums and their communities, based on our scanning and analysis over the past year. For each trend, we provide a brief summary, list examples of how the trend is playing out in the world, comment on the trend's significance to society and to museums specifically, and suggest ways that museums might respond. We also provide links to additional readings. TrendsWatch provides valuable background and context for your museum's planning and implementation

    Bridging the gap between digital libraries and e-learning

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    Digital Libraries (DL) are offering access to a vast amount of digital content, relevant to practically all domains of human knowledge, which makes it suitable to enhance teaching and learning. Based on a systematic literature review, this article provides an overview and a gap analysis of educational use of DLs.The research work presented in this paper is partially supported by the FP7 Grant 316087 AComIn ”Advanced Computing for Innovation”, funded by the European Commission in the FP7 Capacity Programme in 2012-2016.peer-reviewe

    Real-time Photorealistic Visualisation of Large-scaleMultiresolution Terrain Models

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    Height field terrain rendering is an important aspect of GIS, outdoor virtual reality applicationssuch as flight simulation, 3-D games, etc. A polygonal model of very large terrain data requiresa large number of triangles. So, even most high-performance graphics workstations have greatdifficulty to display even moderately sized height fields at interactive frame rates. To bringphotorealism in visualisation, it is required to drape corresponding high-resolution satellite oraerial phototexture over 3-D digital terrain and also to place multiple collections of point-location-based static objects such as buildings, trees, etc and to overlay polyline vector objects suchas roads on top of the terrain surface. It further complicates the requirement of interactive framerates while navigation over the terrain. This paper describes a novel approach for objects andterrain visualisation by combination of two algorithms, one for terrain data and the other forobjects. The terrain rendering is accomplished by an efficient dynamic multiresolution view-dependent level-of-detail mesh simplification algorithm. It is augmented with out-of-corevisualisation of large-height geometry and phototexture terrain data populated with 3-D/2-Dstatic objects as well as vector overlays without extensive memory load. The proposedmethodology provides interactive frame rates on a general-purpose desktop PC with OpenGL-enabled graphics hardware. The software TREND has been successfully tested on different real-world height maps and satellite phototextures of sizes up to 16K*16K coupled with thousandsof static objects and polyline vector overlays

    Economic evaluation of LIFE methodology

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    Background: The LIFE project (Lifecycle Information For E-Literature) was carried out during 2004-2006 by a consortium consisting of The British Library and University College London Library Services . The project was joint venture funded by JISC under the programme area Institutional Management Support and Collaboration. The project has received favourable feedback, for instance during a workshop organised at the end of it, and JISC has agreed to fund a second phase during 2007-2008. The consortium has been strengthened by three associate partners (SHERPA-LEAP Consortium, SHERPA-DP and the Medical Research Council). In addition some funds were reserved for the use of an outside economic consultant for an evaluation of the life-cycle models that emerged as the key results from the first phase. The LIFE-2 project consists of five work packages, and this report is part of the first of these. The objective of WP 1 is formulated in the LIFE 2 Project proposal as follows: Validation of the economic modelling and methodology for the Lifecycle and Generic Preservation formulae developed in Phase 1 of the LIFE project, with technical and presentational development of the models. Cloudlake Consulting Oy has been commissioned by the consortium to carry out this validation. The report has been written by Bo-Christer BjĂśrk. He is professor of Information Systems Science at the Swedish School of Economics and Business Administration in Helsinki, Finland. He has been conducting research concerning the scientific publishing process since 2000 and has published several peer reviewed journal articles as well as conference papers on the subject. He is often an invited speaker at international workshops in this area
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