199,855 research outputs found
An Open Framework for Integrating Widely Distributed Hypermedia Resources
The success of the WWW has served as an illustration of how hypermedia functionality can enhance access to large amounts of distributed information. However, the WWW and many other distributed hypermedia systems offer very simple forms of hypermedia functionality which are not easily applied to existing applications and data formats, and cannot easily incorporate alternative functions which would aid hypermedia navigation to and from existing documents that have not been developed with hypermedia access in mind. This paper describes the extension to a distributed environment of the open hypermedia functionality of the Microcosm system, which is designed to support the provision of hypermedia access to a wide range of source material and application, and to offer straightforward extension of the system to incorporate new forms of information access
Integrated content presentation for multilingual and multimedia information access
For multilingual and multimedia information retrieval from
multiple potentially distributed collections generating the
output in the form of standard ranked lists may often mean
that a user has to explore the contents of many lists before
finding sufficient relevant or linguistically accessible material to satisfy their information need. In some situations delivering an integrated multilingual multimedia presentation could enable the user to explore a topic allowing them to select from among a range of available content based on suitably chosen displayed metadata. A presentation of this type has similarities with the outputs of existing adaptive hypermedia systems. However, such systems are generated based on “closed” content with sophisticated user and domain models. Extending them to “open” domain information retrieval applications would raise many issues. We present an outline exploration of what will form a challenging new direction for research in multilingual information access
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that ‘reuse’ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of ‘reuse’, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
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The OER FLOW and social media
This presentation introduces some strategies for producing, sharing and reusing OER through the OER Flow and social media. The aim of this investigation is to identify how colearners can apply the OER Flow and social media to make the production and adaptation processes of OER more explicit for anyone in the community to contribute. This work analyses, therefore, the interactions of “COLEARN” – an open community of research in collaborative learning technologies – who created and remixed diverse open media components for producing an open book about OER using the OER flow and Social Media. The outcomes show that educators and colearners can move from a passive position to a more active and informed network role when they are able to co-authoring OER
Social Bots: Human-Like by Means of Human Control?
Social bots are currently regarded an influential but also somewhat
mysterious factor in public discourse and opinion making. They are considered
to be capable of massively distributing propaganda in social and online media
and their application is even suspected to be partly responsible for recent
election results. Astonishingly, the term `Social Bot' is not well defined and
different scientific disciplines use divergent definitions. This work starts
with a balanced definition attempt, before providing an overview of how social
bots actually work (taking the example of Twitter) and what their current
technical limitations are. Despite recent research progress in Deep Learning
and Big Data, there are many activities bots cannot handle well. We then
discuss how bot capabilities can be extended and controlled by integrating
humans into the process and reason that this is currently the most promising
way to go in order to realize effective interactions with other humans.Comment: 36 pages, 13 figure
A Semantic Web Annotation Tool for a Web-Based Audio Sequencer
Music and sound have a rich semantic structure which is so clear to the composer and the listener, but that remains mostly hidden to computing machinery. Nevertheless, in recent years, the introduction of software tools for music production have enabled new opportunities for migrating this knowledge from humans to machines. A new generation of these tools may exploit sound samples and semantic information coupling for the creation not only of a musical, but also of a "semantic" composition. In this paper we describe an ontology driven content annotation framework for a web-based audio editing tool. In a supervised approach, during the editing process, the graphical web interface allows the user to annotate any part of the composition with concepts from publicly available ontologies. As a test case, we developed a collaborative web-based audio sequencer that provides users with the functionality to remix the audio samples from the Freesound website and subsequently annotate them. The annotation tool can load any ontology and thus gives users the opportunity to augment the work with annotations on the structure of the composition, the musical materials, and the creator's reasoning and intentions. We believe this approach will provide several novel ways to make not only the final audio product, but also the creative process, first class citizens of the Semantic We
ChimpCheck: Property-Based Randomized Test Generation for Interactive Apps
We consider the problem of generating relevant execution traces to test rich
interactive applications. Rich interactive applications, such as apps on mobile
platforms, are complex stateful and often distributed systems where
sufficiently exercising the app with user-interaction (UI) event sequences to
expose defects is both hard and time-consuming. In particular, there is a
fundamental tension between brute-force random UI exercising tools, which are
fully-automated but offer low relevance, and UI test scripts, which are manual
but offer high relevance. In this paper, we consider a middle way---enabling a
seamless fusion of scripted and randomized UI testing. This fusion is
prototyped in a testing tool called ChimpCheck for programming, generating, and
executing property-based randomized test cases for Android apps. Our approach
realizes this fusion by offering a high-level, embedded domain-specific
language for defining custom generators of simulated user-interaction event
sequences. What follows is a combinator library built on industrial strength
frameworks for property-based testing (ScalaCheck) and Android testing (Android
JUnit and Espresso) to implement property-based randomized testing for Android
development. Driven by real, reported issues in open source Android apps, we
show, through case studies, how ChimpCheck enables expressing effective testing
patterns in a compact manner.Comment: 20 pages, 21 figures, Symposium on New ideas, New Paradigms, and
Reflections on Programming and Software (Onward!2017
Impacts of WeChat on Millennials’ Perceptions and Consumption Behaviors in the Hotel Industry
Social media, known as interactive Web 2.0 Internet-based applications, has deeply changed and reformed interpersonal communication and business operation with the wide spread of Internet and the development of technology. In the past few years, since mobile apps are becoming more and more popular, the access of social media is not limited to tablet computers only, but is also available for almost all kinds of smart phone devices, such as iPhone, Android, Symbian and so on. The function of social media is not confined to real- time message transmission or information sharing any more. It has expanded to a widely range of features, such as online purchase and payment, e-commerce business, and service for different types of social events.
Social media plays an increasingly important role in daily personal life as well as in business activities. People are not merely considered as social media users, but also the component of social media itself. As a result, it is very crucial for people to realize the importance and impacts of social media, especially for those business operators.
WeChat (Weixin in Chinses, literally “micro message”) is a cross-platform instant text and voice messaging communication service for multiple mobile devices, developed by Tecent in China, first released in the January of 2011. It is claimed to provide “the new way to connect” and create “a way of life”. It is free to download, install and register, and support all kinds of smart phone platforms with multiple language versions, such as Chinese, English, Japanese, French, and Spanish. WeChat provides its users different ways to communicate and interact with friends innovatively through instant text messaging, hold-to-talk voice messaging, group messaging, lively video sharing, location sharing, money transferring, and contact information sharing.
Among all the WeChat users, Millennials is the majority. With the growing-up of Millennials, they are becoming more and more powerful and important to the society and will be the next target segmentation for most of the industries in the very near future. Especially for the hotel industry, the industry that urges to attract Millennials patrons for further substantial development, how to attract Millennials is becoming a critical issue for those hotel operators
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