16,335 research outputs found

    Generating collaborative systems for digital libraries: A model-driven approach

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    This is an open access article shared under a Creative Commons Attribution 3.0 Licence (http://creativecommons.org/licenses/by/3.0/). Copyright @ 2010 The Authors.The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework

    Visual analytics for supply network management: system design and evaluation

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    We propose a visual analytic system to augment and enhance decision-making processes of supply chain managers. Several design requirements drive the development of our integrated architecture and lead to three primary capabilities of our system prototype. First, a visual analytic system must integrate various relevant views and perspectives that highlight different structural aspects of a supply network. Second, the system must deliver required information on-demand and update the visual representation via user-initiated interactions. Third, the system must provide both descriptive and predictive analytic functions for managers to gain contingency intelligence. Based on these capabilities we implement an interactive web-based visual analytic system. Our system enables managers to interactively apply visual encodings based on different node and edge attributes to facilitate mental map matching between abstract attributes and visual elements. Grounded in cognitive fit theory, we demonstrate that an interactive visual system that dynamically adjusts visual representations to the decision environment can significantly enhance decision-making processes in a supply network setting. We conduct multi-stage evaluation sessions with prototypical users that collectively confirm the value of our system. Our results indicate a positive reaction to our system. We conclude with implications and future research opportunities.The authors would like to thank the participants of the 2015 Businessvis Workshop at IEEE VIS, Prof. Benoit Montreuil, and Dr. Driss Hakimi for their valuable feedback on an earlier version of the software; Prof. Manpreet Hora for assisting with and Georgia Tech graduate students for participating in the evaluation sessions; and the two anonymous reviewers for their detailed comments and suggestions. The study was in part supported by the Tennenbaum Institute at Georgia Tech Award # K9305. (K9305 - Tennenbaum Institute at Georgia Tech Award)Accepted manuscrip

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    A Complexity-Based Taxonomy of Systems Development Methodologies

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    For the last two decades systems developers and researchers have largely assumed that the process of developing business information systems is a wellstructured, project-oriented, once in a lifetime undertaking. However, present business models that are intensively reliant on information technology are rendering this perception obsolete. There has been a growing propensity toward increasingly iterative, fastpaced, user-driven systems development methodologies such as Rapid Application Development, Unified Modeling Language, Joint Application Development and the Relationship Management methodology (Hans- Werner1997; Isakowitz, 1995; Shapiro, 1997; Vessey, 1994). At the same time the discipline of information systems has witnessed an increasing awareness of the importance of systems maintenance - with the general proposition that systems development is an everproceeding activity (rather than a project-based activity) - becoming the norm (Howard 1990). The majority of empirical research on systems development, to date, has tested the contributions of different types of knowledge to effective systems development. Much research has also been done on how different methodologies for systems development impact the quality, effectiveness, and efficiency of resultant business information infrastructure. The studies suffer from one or more of the following limitations: (1) They largely perceive information systems evolution via systems development as generally being a slow, linear, structured and continuous process. Current events in the information systems and electronic commerce sectors indicate that systems development is highly dynamic, discontinuous and adaptive in nature – the defining traits of a complex system. (2) Though most of the past studies recognize that systems development is a knowledge intensive activity, rarely is it seen as a primary mechanism by which a firm embeds knowledge into its business information infrastructure’s technologies, databases and automated operating procedures. Because almost all business functions and transactions within an electronic commerce enterprise is achieved via the firm’s business information infrastructure, enhancement of business knowledge and information within such a firm is expected to be heavily dependent on the enhancements made to that infrastructure via specific systems development approaches. In rapidly evolving environments as characterized by present day electronic commerce, methodologies become a primary means by which the firm continuously updates its knowledge resources hence sustaining or leveraging its competitive advantages. The theory of complexity may contribute to the perception and re-classification of systems development methodologies in such a manner as to provide a clearer understanding of which methodologies are best suited for directing the development and enhancement of business information systems in today\u27s electronic commerce economy. By viewing business information systems as emergent complex adaptive systems, the methodologies employed to derive these systems can be seen as being synonymous to the natural rules that govern the behavior of all natural phenomenon. Thus it enables us to explain what methodologies best match a specific systems development or enhancement tasks allowing for the development of better quality business information systems, especially for electronic commerce applications

    MetTeL: A Generic Tableau Prover.

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    Empirical modelling principles to support learning in a cultural context

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    Much research on pedagogy stresses the need for a broad perspective on learning. Such a perspective might take account (for instance) of the experience that informs knowledge and understanding [Tur91], the situation in which the learning activity takes place [Lav88], and the influence of multiple intelligences [Gar83]. Educational technology appears to hold great promise in this connection. Computer-related technologies such as new media, the internet, virtual reality and brain-mediated communication afford access to a range of learning resources that grows ever wider in its scope and supports ever more sophisticated interactions. Whether educational technology is fulfilling its potential in broadening the horizons for learning activity is more controversial. Though some see the successful development of radically new educational resources as merely a matter of time, investment and engineering, there are also many critics of the trends in computer-based learning who see little evidence of the greater degree of human engagement to which new technologies aspire [Tal95]. This paper reviews the potential application to educational technology of principles and tools for computer-based modelling that have been developed under the auspices of the Empirical Modelling (EM) project at Warwick [EMweb]. This theme was first addressed at length in a previous paper [Bey97], and is here revisited in the light of new practical developments in EM both in respect of tools and of model-building that has been targetted at education at various levels. Our central thesis is that the problems of educational technology stem from the limitations of current conceptual frameworks and tool support for the essential cognitive model building activity, and that tackling these problems requires a radical shift in philosophical perspective on the nature and role of empirical knowledge that has significant practical implications. The paper is in two main sections. The first discusses the limitations of the classical computer science perspective where educational technology to support situated learning is concerned, and relates the learning activities that are most closely associated with a cultural context to the empiricist perspective on learning introduced in [Bey97]. The second outlines the principles of EM and describes and illustrates features of its practical application that are particularly well-suited to learning in a cultural setting

    PlayPhysics: an emotional games learning environment for teaching Physics

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    Entrepreneurial discovery processes, knowledge creation and knowledge space

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    © 2019 Routledge. Selection and editorial matter, Åge Mariussen, Seija Virkkala, Håkon Finne and Tone Merethe Aasen; individual chapters, the contributors. This is an Accepted Manuscript of a book chapter published by Routledge in The Entrepreneurial Discovery Process and Regional Development: New Knowledge Emergence, Conversion and Exploitation on 7 January 2019, available online: https://doi.org/10.4324/9781351273763fi=vertaisarvioitu|en=peerReviewed

    Can geocomputation save urban simulation? Throw some agents into the mixture, simmer and wait ...

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    There are indications that the current generation of simulation models in practical, operational uses has reached the limits of its usefulness under existing specifications. The relative stasis in operational urban modeling contrasts with simulation efforts in other disciplines, where techniques, theories, and ideas drawn from computation and complexity studies are revitalizing the ways in which we conceptualize, understand, and model real-world phenomena. Many of these concepts and methodologies are applicable to operational urban systems simulation. Indeed, in many cases, ideas from computation and complexity studies—often clustered under the collective term of geocomputation, as they apply to geography—are ideally suited to the simulation of urban dynamics. However, there exist several obstructions to their successful use in operational urban geographic simulation, particularly as regards the capacity of these methodologies to handle top-down dynamics in urban systems. This paper presents a framework for developing a hybrid model for urban geographic simulation and discusses some of the imposing barriers against innovation in this field. The framework infuses approaches derived from geocomputation and complexity with standard techniques that have been tried and tested in operational land-use and transport simulation. Macro-scale dynamics that operate from the topdown are handled by traditional land-use and transport models, while micro-scale dynamics that work from the bottom-up are delegated to agent-based models and cellular automata. The two methodologies are fused in a modular fashion using a system of feedback mechanisms. As a proof-of-concept exercise, a micro-model of residential location has been developed with a view to hybridization. The model mixes cellular automata and multi-agent approaches and is formulated so as to interface with meso-models at a higher scale
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