44,437 research outputs found

    A Web-based User Interaction Framework for Collaboratively Building and Validating Ontologies

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    Collaborative ontology building requires innovative navigational instruments that improve content exploration and the creation of shared meaning. Building upon an existing architecture for automated ontology learning from unstructured textual resources developed by the authors, this paper presents a Web-based user interaction framework encompassing three major components: (i) real-time visualizations of ontology evolution with time interval and confidence sliders, (ii) traditional ontology editing environments, and (iii) multi-player online games leveraging social networking platforms in the tradition of games with a purpose. A prototype in the environmental domain will showcase the integration of powerful search capabilities with novel graph-based interfaces for guiding novice and expert users alike

    Using Technology to Connect Public Libraries and Teens

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    Today’s teens use technology in most aspects of their lives: 95% of teens go online; 80% of online teens use social media (Lenhart et al., 2011); and 87% of older teens have a mobile phone (Lenhart, 2012). This article explores how public libraries can use technology to effectively connect with and serve their young adult patrons. A review of current literature suggests that librarians begin by involving teens in the planning of young adult services and teen library spaces. These services should include librarians trained in working with teens as well as access to technology and gaming. Libraries must understand how and why teens use technology and the Internet. They should then use this knowledge to plan and develop an online presence. Today’s librarians should use library websites and social networking sites to connect with teens. In addition, libraries must address other technologies that interest teens such as mobile devices and e-reading. Technology changes rapidly, and librarians must stay current on best practices for reaching out to and serving today’s teens

    Application Design and Engagement Strategy of a Game with a Purpose for Climate Change Awareness

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    The Climate Challenge is an online application in the tradition of games with a purpose that combines practical steps to reduce carbon footprint with predictive tasks to estimate future climate-related conditions. As part of the Collective Awareness Platform, the application aims to increase environmental literacy and motivate users to adopt more sustainable lifestyles. It has been deployed in conjunction with the Media Watch on Climate Change, a publicly available knowledge aggregator and visual analytics system for exploring environmental content from multiple online sources. This paper presents the motivation and goals of the Climate Challenge from an interdisciplinary perspective, outlines the application design including the types of tasks built into the application, discusses incentive mechanisms, and analyses the pursued user engagement strategies

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    Exploring social gambling: scoping, classification and evidence review

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    The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    Utilization of Social Media In Marketing Classes

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    The goal of this paper is to highlight how instructors may integrate the different social media into various marketing classes. The paper will address the major social networks, and then follow with discussions of microblogging, media sites, and social gaming. Given that there is a great deal of research highlighting the effectiveness of utilizing social media in academic classes, this paper focuses on providing practical guidance as to how social media could be integrated into the classroom, homework, and project experience

    Generation M2: Media in the Lives of 8- to 18-Year-Olds

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    Examines trends in which media youth use, for how much time, how new media platforms have affected media consumption, what role mobile and online media play, what media environment youth live in, and how patterns vary by gender, age, and race/ethnicity

    Building a Web-Based Knowledge Repository on Climate Change to Support Environmental Communities

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    This paper presents the technology base and roadmap of the Climate Change Collaboratory, a Web-based platform that aims to strengthen the relations between scientists, educators, environmental NGOs, policy makers, news media and corporations - stakeholders who recognize the need for adaptation and mitigation, but differ in world-views, goals and agendas. The collaboratory manages expert knowledge and provides a platform for effective communication and collaboration. It aims to assist networking with leading international organizations, bridges the science-policy gap and promotes rich, self-sustaining community interaction to translate knowledge into coordinated action. Innovative survey instruments in the tradition of "games with a purpose" will create shared meaning through collaborative ontology building and leverage social networking platforms to capture indicators of environmental attitudes, lifestyles and behaviors
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