20,160 research outputs found
Smartphone sensing platform for emergency management
The increasingly sophisticated sensors supported by modern smartphones open
up novel research opportunities, such as mobile phone sensing. One of the most
challenging of these research areas is context-aware and activity recognition.
The SmartRescue project takes advantage of smartphone sensing, processing and
communication capabilities to monitor hazards and track people in a disaster.
The goal is to help crisis managers and members of the public in early hazard
detection, prediction, and in devising risk-minimizing evacuation plans when
disaster strikes. In this paper we suggest a novel smartphone-based
communication framework. It uses specific machine learning techniques that
intelligently process sensor readings into useful information for the crisis
responders. Core to the framework is a content-based publish-subscribe
mechanism that allows flexible sharing of sensor data and computation results.
We also evaluate a preliminary implementation of the platform, involving a
smartphone app that reads and shares mobile phone sensor data for activity
recognition.Comment: 11th International Conference on Information Systems for Crisis
Response and Management ISCRAM2014 (2014
Social Media and the Public Sector
{Excerpt} Social media is revolutionizing the way we live, learn, work, and play. Elements of the private sector have begun to thrive on opportunities to forge, build, and deepen relationships. Some are transforming their organizational structures and opening their corporate ecosystems in consequence. The public sector is a relative newcomer. It too can drive stakeholder involvement and satisfaction.
Global conversations, especially among Generation Y, were born circa 2004. Beginning 1995 until then, the internet had hosted static, one-way websites. These were places to visit passively, retrieve information from, and perhaps post comments about by electronic mail.
Sixteen years later, Web 2.0 enables many-to-many connections in numerous domains of interest and practice, powered by the increasing use of blogs, image and video sharing, mashups, podcasts, ratings, Really Simple Syndication, social bookmarking, tweets, widgets, and wikis, among others. Today, people expect the internet to be user-centric
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
The Challenges of Knowledge Combination in ML-based Crowdsourcing – The ODF Killer Shrimp Challenge using ML and Kaggle
Organizations are increasingly using digital technologies, such as crowdsourcing platforms and machine learning, to tackle innovation challenges. These technologies often require the combination of heterogeneous technical and domain-specific knowledge from diverse actors to achieve the organization’s innovation goals. While research has focused on knowledge combination for relatively simple tasks on crowdsourcing platforms and within ML-based innovation, we know little about how knowledge is combined in emerging innovation approaches incorporating ML and crowdsourcing to solve domain-specific innovation challenges. Thus, this paper investigates the following: What are the challenges to knowledge combination in domain-specific ML-based crowdsourcing? We conducted a case study of an environmental challenge – how to use ML to predict the spread of a marine invasive species, led by the Swedish consortium, Ocean Data Factory Sweden using the crowdsourcing platform Kaggle. After discussing our results, we end the paper with recommendations on how to integrate crowdsourcing into domain-specific digital innovation processes
Interpretation of Natural Language Rules in Conversational Machine Reading
Most work in machine reading focuses on question answering problems where the
answer is directly expressed in the text to read. However, many real-world
question answering problems require the reading of text not because it contains
the literal answer, but because it contains a recipe to derive an answer
together with the reader's background knowledge. One example is the task of
interpreting regulations to answer "Can I...?" or "Do I have to...?" questions
such as "I am working in Canada. Do I have to carry on paying UK National
Insurance?" after reading a UK government website about this topic. This task
requires both the interpretation of rules and the application of background
knowledge. It is further complicated due to the fact that, in practice, most
questions are underspecified, and a human assistant will regularly have to ask
clarification questions such as "How long have you been working abroad?" when
the answer cannot be directly derived from the question and text. In this
paper, we formalise this task and develop a crowd-sourcing strategy to collect
32k task instances based on real-world rules and crowd-generated questions and
scenarios. We analyse the challenges of this task and assess its difficulty by
evaluating the performance of rule-based and machine-learning baselines. We
observe promising results when no background knowledge is necessary, and
substantial room for improvement whenever background knowledge is needed.Comment: EMNLP 201
Social Learning Systems: The Design of Evolutionary, Highly Scalable, Socially Curated Knowledge Systems
In recent times, great strides have been made towards the advancement of automated reasoning and knowledge management applications, along with their associated methodologies. The introduction of the World Wide Web peaked academicians’ interest in harnessing the power of linked, online documents for the purpose of developing machine learning corpora, providing dynamical knowledge bases for question answering systems, fueling automated entity extraction applications, and performing graph analytic evaluations, such as uncovering the inherent structural semantics of linked pages. Even more recently, substantial attention in the wider computer science and information systems disciplines has been focused on the evolving study of social computing phenomena, primarily those associated with the use, development, and analysis of online social networks (OSN\u27s).
This work followed an independent effort to develop an evolutionary knowledge management system, and outlines a model for integrating the wisdom of the crowd into the process of collecting, analyzing, and curating data for dynamical knowledge systems. Throughout, we examine how relational data modeling, automated reasoning, crowdsourcing, and social curation techniques have been exploited to extend the utility of web-based, transactional knowledge management systems, creating a new breed of knowledge-based system in the process: the Social Learning System (SLS).
The key questions this work has explored by way of elucidating the SLS model include considerations for 1) how it is possible to unify Web and OSN mining techniques to conform to a versatile, structured, and computationally-efficient ontological framework, and 2) how large-scale knowledge projects may incorporate tiered collaborative editing systems in an effort to elicit knowledge contributions and curation activities from a diverse, participatory audience
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