153 research outputs found

    Digital 3D Technologies for Humanities Research and Education: An Overview

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    Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods

    The internet: a framework for understanding ethical issues.

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    The impact and influence of the Internet as a communications medium cannot be overstated. It has had a profound effect on economic, political, and other social infrastructures, and has introduced ways of communicating which have transformed social relationships. The Internet has opened up information exchange on a global scale, offering enormous opportunities and advantages to an hitherto unknown degree. The Internet has also raised a number of serious, and urgent, ethical challenges. The discussions and debate surrounding ethical issues such as trust, security and privacy, amongst others, conducted at all levels (international, government, academia and the popular press) in themselves are evidence of the complexity of the problem of Internet ethics. The research unravels some of the complexity and muddle of Internet ethics, with the objective of providing a foundation for further research. This thesis offers four perspectives on the problems of Internet ethics: technical, conceptual, regulatory and ethical. These different viewpoints are not only useful in drawing out insights concerning the ethical framework of the Internet, they also provide leverage for the analysis of pertinent issues. The work in this thesis thus offers a framework for understanding, and analysis, which can be developed and used in continuing investigations. The research is a combination of theory and practice - both informing each other. The approach taken arose from the author's direct involvement in many of the expert discussions and debates which (together with the literature), identified a need for foundational work. In-depth work with a number of specialised groups has provided the practical backdrop, and grounding to this research - published results appear as Appendices

    Exploiting general-purpose background knowledge for automated schema matching

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    The schema matching task is an integral part of the data integration process. It is usually the first step in integrating data. Schema matching is typically very complex and time-consuming. It is, therefore, to the largest part, carried out by humans. One reason for the low amount of automation is the fact that schemas are often defined with deep background knowledge that is not itself present within the schemas. Overcoming the problem of missing background knowledge is a core challenge in automating the data integration process. In this dissertation, the task of matching semantic models, so-called ontologies, with the help of external background knowledge is investigated in-depth in Part I. Throughout this thesis, the focus lies on large, general-purpose resources since domain-specific resources are rarely available for most domains. Besides new knowledge resources, this thesis also explores new strategies to exploit such resources. A technical base for the development and comparison of matching systems is presented in Part II. The framework introduced here allows for simple and modularized matcher development (with background knowledge sources) and for extensive evaluations of matching systems. One of the largest structured sources for general-purpose background knowledge are knowledge graphs which have grown significantly in size in recent years. However, exploiting such graphs is not trivial. In Part III, knowledge graph em- beddings are explored, analyzed, and compared. Multiple improvements to existing approaches are presented. In Part IV, numerous concrete matching systems which exploit general-purpose background knowledge are presented. Furthermore, exploitation strategies and resources are analyzed and compared. This dissertation closes with a perspective on real-world applications

    Spacelab Science Results Study

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    Beginning with OSTA-1 in November 1981 and ending with Neurolab in March 1998, a total of 36 Shuttle missions carried various Spacelab components such as the Spacelab module, pallet, instrument pointing system, or mission peculiar experiment support structure. The experiments carried out during these flights included astrophysics, solar physics, plasma physics, atmospheric science, Earth observations, and a wide range of microgravity experiments in life sciences, biotechnology, materials science, and fluid physics which includes combustion and critical point phenomena. In all, some 764 experiments were conducted by investigators from the U.S., Europe, and Japan. The purpose of this Spacelab Science Results Study is to document the contributions made in each of the major research areas by giving a brief synopsis of the more significant experiments and an extensive list of the publications that were produced. We have also endeavored to show how these results impacted the existing body of knowledge, where they have spawned new fields, and if appropriate, where the knowledge they produced has been applied

    Forschungsbericht Universität Mannheim 2008 / 2009

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    Die Universität Mannheim hat seit ihrer Entstehung ein spezifisches Forschungsprofil, welches sich in ihrer Entwicklung und derz eitigen Struktur deutlich widerspiegelt. Es ist geprägt von national und international sehr anerkannten Wirtschafts- und Sozialwissenschaften und deren Vernetzung mit leistungsstarken Geisteswissenschaften, Rechtswissenschaft sowie Mathematik und Informatik. Die Universität Mannheim wird auch in Zukunft einerseits die Forschungsschwerpunkte in den Wirtschafts- und Sozialwissenschaften fördern und andererseits eine interdisziplinäre Kultur im Zusammenspiel aller Fächer der Universität anstreben

    Animating the Ethical Demand:Exploring user dispositions in industry innovation cases through animation-based sketching

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    This paper addresses the challenge of attaining ethical user stances during the design process of products and services and proposes animation-based sketching as a design method, which supports elaborating and examining different ethical stances towards the user. The discussion is qualified by an empirical study of Responsible Research and Innovation (RRI) in a Triple Helix constellation. Using a three-week long innovation workshop, UCrAc, involving 16 Danish companies and organisations and 142 students as empirical data, we discuss how animation-based sketching can explore not yet existing user dispositions, as well as create an incentive for ethical conduct in development and innovation processes. The ethical fulcrum evolves around Løgstrup's Ethical Demand and his notion of spontaneous life manifestations. From this, three ethical stances are developed; apathy, sympathy and empathy. By exploring both apathetic and sympathetic views, the ethical reflections are more nuanced as a result of actually seeing the user experience simulated through different user dispositions. Exploring the three ethical stances by visualising real use cases with the technologies simulated as already being implemented makes the life manifestations of the users in context visible. We present and discuss how animation-based sketching can support the elaboration and examination of different ethical stances towards the user in the product and service development process. Finally we present a framework for creating narrative representations of emerging technology use cases, which invite to reflection upon the ethics of the user experience.</jats:p

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Eight Biennial Report : April 2005 – March 2007

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