7,326 research outputs found
Closing the loop: assisting archival appraisal and information retrieval in one sweep
In this article, we examine the similarities between the concept of appraisal, a process that takes place within the archives, and the concept of relevance judgement, a process fundamental to the evaluation of information retrieval systems. More specifically, we revisit selection criteria proposed as result of archival research, and work within the digital curation communities, and, compare them to relevance criteria as discussed within information retrieval's literature based discovery. We illustrate how closely these criteria relate to each other and discuss how understanding the relationships between the these disciplines could form a basis for proposing automated selection for archival processes and initiating multi-objective learning with respect to information retrieval
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Organising music for movies
Purpose - The purpose of this paper is to examine and discuss the classification of commercial popular music when large digital collections are organised for use in films.
Design/methodology/approach - A range of systems are investigated and their organization is discussed, focusing on an analysis of the metadata used by the systems and choices given to the end-user to construct a query. The indexing of the music is compared to a checklist of music facets which has been derived from recent musicological literature on semiotic analysis of popular music. These facets include aspects of communication, cultural and musical expression, codes and competences.
Findings -In addition to bibliographic detail, descriptive metadata is used to organise music in these systems. Genre, subject and mood are used widely; some musical facets also appear. The extent to which attempts are being made to reflect these facets in the organization of these systems is discussed. A number of recommendations are made which may help to improve this process.
Originality/value - This paper discusses an area of creative music search which has not previously been investigated in any depth and makes recommendations based on findings and the literature which may be used in the development of commercial systems as well as making a contribution to the literature
Profiling the educational value of computer games
There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenari
Demystifying the educational benefits of different gaming genres
As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work
Demystifying the Educational Benefits of Different Gaming Genres
As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work
Crowdsourcing Linked Data on listening experiences through reuse and enhancement of library data
Research has approached the practice of musical reception in a multitude of ways, such as the analysis of professional critique, sales figures and psychological processes activated by the act of listening. Studies in the Humanities, on the other hand, have been hindered by the lack of structured evidence of actual experiences of listening as reported by the listeners themselves, a concern that was voiced since the early Web era. It was however assumed that such evidence existed, albeit in pure textual form, but could not be leveraged until it was digitised and aggregated. The Listening Experience Database (LED) responds to this research need by providing a centralised hub for evidence of listening in the literature. Not only does LED support search and reuse across nearly 10,000 records, but it also provides machine-readable structured data of the knowledge around the contexts of listening. To take advantage of the mass of formal knowledge that already exists on the Web concerning these contexts, the entire framework adopts Linked Data principles and technologies. This also allows LED to directly reuse open data from the British Library for the source documentation that is already published. Reused data are re-published as open data with enhancements obtained by expanding over the model of the original data, such as the partitioning of published books and collections into individual stand-alone documents. The database was populated through crowdsourcing and seamlessly incorporates data reuse from the very early data entry phases. As the sources of the evidence often contain vague, fragmentary of uncertain information, facilities were put in place to generate structured data out of such fuzziness. Alongside elaborating on these functionalities, this article provides insights into the most recent features of the latest instalment of the dataset and portal, such as the interlinking with the MusicBrainz database, the relaxation of geographical input constraints through text mining, and the plotting of key locations in an interactive geographical browser
Argumentation Mining in User-Generated Web Discourse
The goal of argumentation mining, an evolving research field in computational
linguistics, is to design methods capable of analyzing people's argumentation.
In this article, we go beyond the state of the art in several ways. (i) We deal
with actual Web data and take up the challenges given by the variety of
registers, multiple domains, and unrestricted noisy user-generated Web
discourse. (ii) We bridge the gap between normative argumentation theories and
argumentation phenomena encountered in actual data by adapting an argumentation
model tested in an extensive annotation study. (iii) We create a new gold
standard corpus (90k tokens in 340 documents) and experiment with several
machine learning methods to identify argument components. We offer the data,
source codes, and annotation guidelines to the community under free licenses.
Our findings show that argumentation mining in user-generated Web discourse is
a feasible but challenging task.Comment: Cite as: Habernal, I. & Gurevych, I. (2017). Argumentation Mining in
User-Generated Web Discourse. Computational Linguistics 43(1), pp. 125-17
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Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: NL
Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: N
Development of User Warrant Ontology for Improving Online Health Information Provision
Health information portals (HIP) are gateways to reliable and personalised online health information. In practice, however, searching for information in HIP is still far from being effective due to the intricate nature of health information provision. Previous studies have shown the emerging trend of using domain ontology to address the retrieval issue in online healthcare information. Yet, the suitability of domain ontology alone for HIPs is still questionable due to the varied levels of user behaviour and preferences in information search. Inspired by this problem, we propose an ontology development method grounded on the collaboration between user warrant principles, knowledge engineering, and design science framework. The paper reports the development method and the implementation of such an user-warrant ontology that accommodates user-sensitivity into HIP. The evaluation process is conducted by domain experts responsible for portal management and validates the external semantic of the ontology according to a set of pre-defined evaluation criteria. Results from the application of this methodology to an actual HIP are also reported as this research demonstrates the potential of user warrant ontology to resolve information retrieval problem in HIP
A neural network system for transformation of regional cuisine style
We propose a novel system which can transform a recipe into any selected
regional style (e.g., Japanese, Mediterranean, or Italian). This system has two
characteristics. First the system can identify the degree of regional cuisine
style mixture of any selected recipe and visualize such regional cuisine style
mixtures using barycentric Newton diagrams. Second, the system can suggest
ingredient substitutions through an extended word2vec model, such that a recipe
becomes more authentic for any selected regional cuisine style. Drawing on a
large number of recipes from Yummly, an example shows how the proposed system
can transform a traditional Japanese recipe, Sukiyaki, into French style
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