4,122 research outputs found

    Examining different approaches to mapping internet infrastructure

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    Skills and Knowledge for Data-Intensive Environmental Research.

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    The scale and magnitude of complex and pressing environmental issues lend urgency to the need for integrative and reproducible analysis and synthesis, facilitated by data-intensive research approaches. However, the recent pace of technological change has been such that appropriate skills to accomplish data-intensive research are lacking among environmental scientists, who more than ever need greater access to training and mentorship in computational skills. Here, we provide a roadmap for raising data competencies of current and next-generation environmental researchers by describing the concepts and skills needed for effectively engaging with the heterogeneous, distributed, and rapidly growing volumes of available data. We articulate five key skills: (1) data management and processing, (2) analysis, (3) software skills for science, (4) visualization, and (5) communication methods for collaboration and dissemination. We provide an overview of the current suite of training initiatives available to environmental scientists and models for closing the skill-transfer gap

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de CiĂȘncias e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil GestĂŁo e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    A distance ecological model for individual and collaborative-learning support

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    With the rapid development of information technology (IT) and the Internet spread, it is widely accepted that computer and information communication literacy has become extremely important, and will play a major part in everyone’s lives in the future. Under the umbrella of life-long education, many people from many parts of the social environment will need to be trained and learn about IT. We have started building a framework for such people, as a distance ecological model for self/ collaborative learning support. We call our system RAPSODY: Remote and AdaPtive educational System Offering a DYnamic communicative environment. To show the functionality of our general framework, we instantiated it in the form of a distance learning environment for teacher training. The purpose of this study direction is to propose and develop a distance educational model, as a school-based curriculum development and training-system. In this environment, a teacher can learn via an Internet-based self-training system about subject contents, modern teaching know-how, and students’ learning activities evaluation methods, about the new subject called "Information". This paper describes the structure, functions and mechanism of our distance educational model, in order to realize the above-mentioned goal, and then discuss the educational meaning of this model in consideration of the new learning ecology, which is based on multi-modality and new learning situations and forms, and we perform some tests and evaluation. Moreover, we show an extension of our RAPSODY framework, RAPSODY-EXT, which also embraces collaboration in remote learning environments

    Simple identification tools in FishBase

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    Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further development. It explores the possibility of a holistic and integrated computeraided strategy

    A sense of change: media designers and artists communicating about complexity in social-ecological systems

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    To take on the current and future challenges of global environmental change, fostering a widespread societal understanding of and engagement with the complex dynamics that characterize interacting human and natural systems is essential. Current science communication methods struggle with a number of specific challenges associated with communicating about complex systems. In this study we report on two collaborative processes, a short workshop and longer course, that aimed to harness the insights of interactive media designers and artists to overcome these challenges. The two processes resulted in 86 new interactive media concepts which were selected by the participants and organizers using set criteria and then evaluated using the same criteria by a panel of communication and media design experts and a panel of complex systems scientists using the same criteria. The top eight concepts are discussed in this paper. These concepts fell into the categories of serious games, group interaction concepts, and social media storytelling. The serious games focused directly on complex systems characteristics and were evaluated to be intuitive and engaging designs that combined transparency and complexity well. The group interaction concepts focused mostly on feedbacks and nonlinearity but were fully developed and tested in the workshops, and evaluated as engaging, accessible, and easy to implement in workshops and educational settings. The social media storytelling concepts involved less direct interactions with system dynamics but were seen as highly accessible to large scale audiences. The results of this study show the potential of interdisciplinary collaboration between complex systems scientists, designers, and artists. The results and process discussed in this paper show the value of more structural engagement of interactive media designers and artist communities in the development of communication tools about human and natural systems change

    Seafloor characterization using airborne hyperspectral co-registration procedures independent from attitude and positioning sensors

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    The advance of remote-sensing technology and data-storage capabilities has progressed in the last decade to commercial multi-sensor data collection. There is a constant need to characterize, quantify and monitor the coastal areas for habitat research and coastal management. In this paper, we present work on seafloor characterization that uses hyperspectral imagery (HSI). The HSI data allows the operator to extend seafloor characterization from multibeam backscatter towards land and thus creates a seamless ocean-to-land characterization of the littoral zone

    WebAL Comes of Age: A review of the first 21 years of Artificial Life on the Web

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    We present a survey of the first 21 years of web-based artificial life (WebAL) research and applications, broadly construed to include the many different ways in which artificial life and web technologies might intersect. Our survey covers the period from 1994—when the first WebAL work appeared—up to the present day, together with a brief discussion of relevant precursors. We examine recent projects, from 2010–2015, in greater detail in order to highlight the current state of the art. We follow the survey with a discussion of common themes and methodologies that can be observed in recent work and identify a number of likely directions for future work in this exciting area

    Supporting the Experience of Stakeholders of Multimedia Art – Towards an Ontology

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    Part 1: Beyond Computers: Wearables, Humans, and Things - WHAT!International audienceWe introduce the rapid change of the visual art ecosystem, triggered by current science and technology development. ICT enables new multimedia based an interactive art forms, with an increasing variety of stakeholders. We provide examples of audience involvement, of immersion, and of brain-computer interaction as a new paradigm for participation. We point to the use of new material dimensions, as well as to expanding shared creation and cognition. We also point to opportunities to apply this development to accommodate special needs. In order to support the dissemination of these possibilities, we advocate the development of a task-modeling based ontology to describe, analyse, and support the evolving art ecosystem
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