3,346 research outputs found
Digital information support for concept design
This paper outlines the issues in effective utilisation of digital resources in conceptual design. Access to appropriate information acts as stimuli and can lead to better substantiated concepts. This paper addresses the issues of presenting such information in a digital form for effective use, exploring digital libraries and groupware as relevant literature areas, and argues that improved integration of these two technologies is necessary to better support the concept generation task. The development of the LauLima learning environment and digital library is consequently outlined. Despite its attempts to integrate the designers' working space and digital resources, continuing issues in library utilisation and migration of information to design concepts are highlighted through a class study. In light of this, new models of interaction to increase information use are explored
PlanetOnto: from news publishing to integrated knowledge management support
Given a scenario in which members of an academic community collaboratively construct and share an archive of news items, several knowledge management challenges arise. The authors' integrated suite of tools, called PlanetOnto, supports a speedy but high quality publishing process, allows ontology-driven document formalization and augments standard browsing and search facilities with deductive knowledge retrieva
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BioC: a minimalist approach to interoperability for biomedical text processing
A vast amount of scientific information is encoded in natural language text, and the quantity of such text has become so great that it is no longer economically feasible to have a human as the first step in the search process. Natural language processing and text mining tools have become essential to facilitate the search for and extraction of information from text. This has led to vigorous research efforts to create useful tools and to create humanly labeled text corpora, which can be used to improve such tools. To encourage combining these efforts into larger, more powerful and more capable systems, a common interchange format to represent, store and exchange the data in a simple manner between different language processing systems and text mining tools is highly desirable. Here we propose a simple extensible mark-up language format to share text documents and annotations. The proposed annotation approach allows a large number of different annotations to be represented including sentences, tokens, parts of speech, named entities such as genes or diseases and relationships between named entities. In addition, we provide simple code to hold this data, read it from and write it back to extensible mark-up language files and perform some sample processing. We also describe completed as well as ongoing work to apply the approach in several directions. Code and data are available at http://bioc.sourceforge.net/. Database URL: http://bioc.sourceforge.net
Accessing movies' emotional information
Emotional information is being used in several systems as a way to understand users while interacting with computers or as a way to explore content classification. Movies are a medium emotionally empowered and technological developments and trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. In this paper we present a user interface for movies' emotion exploration based on a previous usability study. Felt - is an application for movie and users' emotions exploration as a way to access movies by its emotional properties or as a way of recommending movies by the analysis of users emotional profiles. In this paper we also propose novel interactive mechanisms for movie's emotions exploration.info:eu-repo/semantics/publishedVersio
The Style of Tetris is…Possibly Tetris?: Creative Professionals’ Description of Video Game Visual Styles
Despite the increasing importance of video games in both cultural and commercial aspects, typically they can only be accessed and browsed through limited metadata such as platform or genre. We explore visual styles of games as a complementary approach for providing access to games. In particular, we aimed to test and evaluate the existing visual style taxonomy developed in prior research with video game professionals and creatives. User data were collected from video game art and design students at the DigiPen Institute of Technology to gain insight into the relevance of the existing taxonomy to a professional audience. Using a think-aloud card sort method, we observed their thought process for describing and categorizing visual styles of video games, and also collected candidate terms for revising the taxonomy. The results of this research will inform ongoing metadata work in the field to develop a standard for cataloging video games and interactive media, and will be useful to information systems that sort and classify games for users and cultural preservation
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