61,095 research outputs found

    A visual exploration workflow as enabler for the exploitation of Linked Open Data

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    Abstract. Semantically annotating and interlinking Open Data results in Linked Open Data which concisely and unambiguously describes a knowledge domain. However, the uptake of the Linked Data depends on its usefulness to non-Semantic Web experts. Failing to support data consumers to understand the added-value of Linked Data and possible exploitation opportunities could inhibit its diffusion. In this paper, we propose an interactive visual workflow for discovering and ex-ploring Linked Open Data. We implemented the workflow considering academic library metadata and carried out a qualitative evaluation. We assessed the work-flow’s potential impact on data consumers which bridges the offer: published Linked Open Data; and the demand as requests for: (i) higher quality data; and (ii) more applications that re-use data. More than 70 % of the 34 test users agreed that the workflow fulfills its goal: it facilitates non-Semantic Web experts to un-derstand the potential of Linked Open Data.

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Value Co-Creation with Suppliers

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    The growing specialization of firms and the reinforcement of vertical disintegration have led to an increasing reliance on purchasing and supply management. This means that an increasing proportion of value is created outside the boundaries of the firm, namely by suppliers. In this context, the paper aims to relate the configuration of the bonds companies establish with their suppliers to the process of value creation. The paper furthers our understanding of buyer-supplier relationships as mechanisms for the coordination and development of capabilities on both sides of the dyad. Evidence was found that relationships affect not only the access and exploration of suppliers’ resources, but also the perception the buying firm has about their capabilities which is likely to condition the potential for joint value creation. The main contribution of the paper is that value co-creation involving suppliers must be regarded as a strategic option which depends on several conditions. This research puts in evidence two of these conditions: suppliers’ capabilities and the way the buyer-seller relationships are configured.Buyer-supplier relationships, capabilities, relationship configuration, value creation

    Usage of Network Simulators in Machine-Learning-Assisted 5G/6G Networks

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    Without any doubt, Machine Learning (ML) will be an important driver of future communications due to its foreseen performance when applied to complex problems. However, the application of ML to networking systems raises concerns among network operators and other stakeholders, especially regarding trustworthiness and reliability. In this paper, we devise the role of network simulators for bridging the gap between ML and communications systems. In particular, we present an architectural integration of simulators in ML-aware networks for training, testing, and validating ML models before being applied to the operative network. Moreover, we provide insights on the main challenges resulting from this integration, and then give hints discussing how they can be overcome. Finally, we illustrate the integration of network simulators into ML-assisted communications through a proof-of-concept testbed implementation of a residential Wi-Fi network

    Interactive Video Search

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    With an increasing amount of video data in our daily life, the need for content-based search in videos increases as well. Though a lot of research has been spent on video retrieval tools and methods which allow for automatic search in videos through content-based queries, still the performance of automatic video retrieval is far from optimal. In this tutorial we discussed (i) proposed solutions for improved video content navigation, (ii) typical interaction of content-based querying features, and (iii) advanced video content visualization methods. Moreover, we discussed interactive video search systems and ways to evaluate their performance

    A Thick Industrial Design Studio Curriculum

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    This presentation was part of the session : Pedagogy: Procedures, Scaffolds, Strategies, Tactics24th National Conference on the Beginning Design StudentThis paper describes an industrial design studio course based in a private university in Izmir, Turkey where second year industrial design students, for the first time, engage in a studio project. The design studio course emphasises three distinct areas of competence in designing that are the focus of the curriculum. They are; design process: the intellectual act of solving a design problem; design concept: the imagination and sensibility to conceive of appropriate design ideas; and presentation: the ability to clearly and evocatively communicate design concepts. The studio is 'thick' with materials, tasks and activities that are intentionally sequenced to optimise learning in a process that is known as educational 'scaffolding.' The idea of a process--a patient journey toward it's destination, is implicit in the studio that is full of opportunities for reflection-in-action. A significant feature is the importance placed on drawing and model making. An exemplary design process should show evidence of 'breadth'--meaning a wide search for solutions where a range of alternatives explored throughout; followed by an incremental refinement of the chosen solution where elements of the final design concept are developed thoroughly and in detail--called 'depth.' Learning to design is predicated on an engagement in and manipulation of the elements of the design problem. Evidence of that learning will be found by examining the physical materials and results of the design process. The assessment criteria are published with the brief at the outset of design project and outcomes are spelt out at the end. Students are remind throughout project of the criteria, which is to say they are reminded of pedagogical aims of the studio. Assessment criteria are detailed and the advantages of summative assessment are described

    Developing downloadable TUIs for online pedagogic activities

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    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/

    The (un)happiness of knowledge and the knowledge of (un)happiness: Happiness research and policies for knowledge-based economies

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    Paper presented to the International Conference Policies for Happiness, June 14-17, 2007, Certosa di Pontignano, University of Siena, Italy.This paper explores the current state and interfaces of two broad policy discourses, i.e. that of policies for knowledge-based economies (KBEs) and policy implications of happiness research, which so far have exhibited little explicit cross-referencing. I first review the state of 'mainstream' knowledge policy associated with the OECD, the related but somewhat separate literature on information society indicators, and some 'non-mainstream' knowledge policy analysis. This is followed by a brief overview of some of the major policy implications and controversies in happiness research. Next, I discuss major interfaces of the two policy discourses. They mostly concern the nexus of education, work and innovation. I also illustrate the diversity of beliefs and values about some core elements of KBEs in a group of what are usually regarded as similar countries, and advocate the use of subjective variables to capture these differences. The main argument put forward in this paper is that policies for KBEs should be informed by insights from happiness research
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