596 research outputs found

    Provision of an integrated data analysis platform for computational neuroscience experiments

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    © Emerald Group Publishing Limited. Purpose – The purpose of this paper is to provide an integrated analysis base to facilitate computational neuroscience experiments, following a user-led approach to provide access to the integrated neuroscience data and to enable the analyses demanded by the biomedical research community. Design/methodology/approach – The design and development of the N4U analysis base and related information services addresses the existing research and practical challenges by offering an integrated medical data analysis environment with the necessary building blocks for neuroscientists to optimally exploit neuroscience workflows, large image data sets and algorithms to conduct analyses. Findings – The provision of an integrated e-science environment of computational neuroimaging can enhance the prospects, speed and utility of the data analysis process for neurodegenerative diseases. Originality/value – The N4U analysis base enables conducting biomedical data analyses by indexing and interlinking the neuroimaging and clinical study data sets stored on the grid infrastructure, algorithms and scientific workflow definitions along with their associated provenance information

    Standards and Specifications for Ground Processing of Space Vehicles: From an Aviation-Based Shuttle Project to Global Application

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    Proprietary or unique designs and operations are expected early in any industry's development, and often provide a competitive early market advantage. However, there comes a time when a product or industry requires standardization for the whole industry to advance...or survive. For the space industry, that time has come. Here, we will focus on standardization of ground processing for space vehicles and their ground systems. With the retirement of the Space Shuttle, and emergence of a new global space race, affordability and sustainability are more important now than ever. The growing commercialization of the space industry and current global economic environment are driving greater need for efficiencies to save time and money. More RLV's (Reusable Launch Vehicles) are being developed for the gains of reusability not achievable with traditional ELV's (Expendable Launch Vehicles). More crew/passenger vehicles are also being developed. All of this calls for more attention needed for ground processing-repeatedly before launch and after landing/recovery. RLV's should provide more efficiencies than ELV's, as long as MRO (Maintenance, Repair, and Overhaul) is well-planned-even for the unplanned problems. NASA's Space Shuttle is a primary example of an RLV which was supposed to thrive on reusability savings with efficient ground operations, but lessons learned show that costs were (and still are) much greater than expected. International standards and specifications can provide the commonality needed to simplify design and manufacturing as well as to improve safety, quality, maintenance, and operability. There are standards organizations engaged in the space industry, but ground processing is one of the areas least addressed. Challenges are encountered due to various factors often not considered during development. Multiple vehicle elements, sites, customers, and contractors pose various functional and integration difficulties. Resulting technical publication structures and methods are incongruent. Some processing products are still done on paper, some electronic, and many being converted in between. Business systems then are not fully compatible, and paper as well as electronic conversions are time-consuming and costly. NASA and its Shuttle contractors setup rules and systems to handle what has produced over 130 RLV launches, but they have had many challenges. Attempts have been made to apply aviation industry specifications to make the Shuttle more efficient with its ground processing. One efficiency project example was to make a Shuttle Maintenance Manual (SMM) based on the commercial ATA (Air Transport Association of America) Spec 100 for technical publications. This industry standard, along with others, has been a foundation for efficient global MRO of commercial airlines for years. A modified version was also made for some military aircraft. The SMM project found many similarities in Spec 100 which apply to the Shuttle, and room for expansion for space systems/structures not in aircraft. The SMM project team met with the ATA and representatives from NASA's X-33 and X-34 programs to discuss collaboration on a national space standard based on Spec 100. A pilot project was enabled for a subset of Shuttle systems. Full implementation was not yet achieved, X-33 and X-34 were cancelled, and the Shuttles were then designated for retirement. Nonetheless, we can learn from this project how to expand this concept to all space vehicle products. Since then, ATA has joined with ASD (AeroSpace and Defence Industries Association of Europe) and AIA (Aerospace Industries Association) to form a much-enhanced and expanded international specification: Sl000D, International Specification for Technical Publications. It includes air, land, and sea vehicles, missiles, support equipment, ordnance, and communications. It is used by a growing number of countries for commercial and government products. Its modular design is supported by a Common Source Dabase (CSDB), and COTS (commercial off-the-shelf) software is available for production of IETP's (Interactive Electronic Technical Publications). A few space industry products in Europe have begun to apply Sl000D already. Also, there are other related standards/specifications which have global implications. We have an opportunity to adapt Sl000D and possibly other standards for use with space vehicles and ground systems. Sl000D has plenty of flexibility to apply to any product needed. To successfully grow the viability of the space industry, all members, commercial and government, will need to engage cooperatively in developing and applying standards to move toward interoperability. If we leverage and combine the best existing space standards and specifications, develop new ones to address known gaps, and adapt the best applicable features from other industries, we can establish an infrastructure to not only accelerate current development, but also build longevity for a more cohesive international space community

    Design of an E-learning system using semantic information and cloud computing technologies

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    Humanity is currently suffering from many difficult problems that threaten the life and survival of the human race. It is very easy for all mankind to be affected, directly or indirectly, by these problems. Education is a key solution for most of them. In our thesis we tried to make use of current technologies to enhance and ease the learning process. We have designed an e-learning system based on semantic information and cloud computing, in addition to many other technologies that contribute to improving the educational process and raising the level of students. The design was built after much research on useful technology, its types, and examples of actual systems that were previously discussed by other researchers. In addition to the proposed design, an algorithm was implemented to identify topics found in large textual educational resources. It was tested and proved to be efficient against other methods. The algorithm has the ability of extracting the main topics from textual learning resources, linking related resources and generating interactive dynamic knowledge graphs. This algorithm accurately and efficiently accomplishes those tasks even for bigger books. We used Wikipedia Miner, TextRank, and Gensim within our algorithm. Our algorithm‘s accuracy was evaluated against Gensim, largely improving its accuracy. Augmenting the system design with the implemented algorithm will produce many useful services for improving the learning process such as: identifying main topics of big textual learning resources automatically and connecting them to other well defined concepts from Wikipedia, enriching current learning resources with semantic information from external sources, providing student with browsable dynamic interactive knowledge graphs, and making use of learning groups to encourage students to share their learning experiences and feedback with other learners.Programa de Doctorado en Ingeniería Telemática por la Universidad Carlos III de MadridPresidente: Luis Sánchez Fernández.- Secretario: Luis de la Fuente Valentín.- Vocal: Norberto Fernández Garcí

    Everyday Mediated Storytelling

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 108-110).Personal stories make our experiences memorable over time. Transforming our fragmentary memories into shareable narratives helps us to understand and communicate who we are as individual and social beings. This thesis presents 'Everyday Mediated Storytelling', a model of the casual storyteller's process of capturing, creating and sharing personal mediated narratives. The purpose of this model is to better support rich-media storytelling through systems that enable storytellers to engage with personal media in a reflective, meaningful and shareable process. Based on the Everyday Mediated Storytelling model, an online authoring and publishing application for creating everyday rich-media narratives named 'Confectionary' was developed. Confectionary provides the storyteller with a spatial storytelling environment that encourages creativity and experimentation, supports a wide variety of storymaking styles, provides novel wayfinding strategies for story discovery and enables the audience to actively and broadly interpret personal rich-media stories. As a spatial storytelling environment, Confectionary reduces cognitive overload on the storyteller by making it easy to begin authoring, supports a wide variety of storymaking strategies and styles and enables the audience to engage in reflective dialogs through multiple active feedback modes.(cont.) Results from a comparative evaluation with other current best practice within the context of online media and story sharing applications indicate that a spatial authoring and publishing application is more enjoyable to use, better facilitates the process of beginning to tell stories and is easier to navigate and explore. Quantitative and qualitative results from a lengthy study with a group of committed users signify the success of the system as an engaging everyday tool for personal storytelling that stimulated self-reflection and broadened the scope of media capture techniques and storytelling strategies demonstrated by its users. Critical lessons were learned about methodology and system design for rich-media personal storytelling. The model, methodology, and system presented in this thesis provide a basis for understanding how we move fluidly between our direct experiences, our cognitive and emotional reflections and our storied representations and interpretations. This thesis also demonstrates how a spatial everyday authoring and publishing application advances the digital storytelling process from one of collective anthology to one of storied reflection.by Aisling Geraldine Mary Kelliher.Ph.D

    A generic architecture for interactive intelligent tutoring systems

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed. On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified

    Towards a Scalable Digital Skills Training Architecture for Resource-Constrained Environments: The Case of Ayitic Goes Global in Haiti

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    In developing countries such as Haiti, which are marked by high unemployment and gender inequality, online education has the potential to change lives. Returns on education are particularly high in Information Communications Technology (ICT)-intensive jobs and IT outsourcing offers opportunities for remote employment, providing alternatives for economic diversification and job creation that are particularly relevant for youth and women. However, the problem faced by many developing countries, is that traditional models, frameworks, architectures and platforms for online learning do not lend themselves well to their context and, therefore, it is important to develop context specific platforms. This need for suitable platforms has motivated the research question that this paper seeks to address, that is, “What is the appropriate architecture that supports learning strategies for delivering scalable digital skills training in a resource-constrained environment?” We propose an architecture that was developed specifically for blended learning in resource-constrained environments and describe how a prototype for this was designed, built, and deployed in Haiti. The initial findings from the application of the architecture have been extremely positive and are reflected not only in the testimonials of the participants but also by the interest of other countries of the region to adopting the proposed architecture

    Managing gamified programming courses with the FGPE platform

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    E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and relevant feedback to students, particularly if coupled with gamification, plays a pivotal role in this process and has already been demonstrated as an effective solution in this regard. However, teachers still struggle with the lack of tools that can adequately support the creation and management of online gamified programming courses. Until now, there was no software platform that would be simultaneously open-source and general-purpose (i.e., not integrated with a specific course on a specific programming language) while featuring a meaningful selection of gamification components. Such a solution has been developed as a part of the Framework for Gamified Programming Education (FGPE) project. In this paper, we present its two front-end components: FGPE AuthorKit and FGPE PLE, explain how they can be used by teachers to prepare and manage gamified programming courses, and report the results of the usability evaluation by the teachers using the platform in their classes.info:eu-repo/semantics/publishedVersio

    Guideline-based decision support in medicine : modeling guidelines for the development and application of clinical decision support systems

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    Guideline-based Decision Support in Medicine Modeling Guidelines for the Development and Application of Clinical Decision Support Systems The number and use of decision support systems that incorporate guidelines with the goal of improving care is rapidly increasing. Although developing systems that are both effective in supporting clinicians and accepted by them has proven to be a difficult task, of the systems that were evaluated by a controlled trial, the majority showed impact. The work, described in this thesis, aims at developing a methodology and framework that facilitates all stages in the guideline development process, ranging from the definition of models that represent guidelines to the implementation of run-time systems that provide decision support, based on the guidelines that were developed during the previous stages. The framework consists of 1) a guideline representation formalism that uses the concepts of primitives, Problem-Solving Methods (PSMs) and ontologies to represent guidelines of various complexity and granularity and different application domains, 2) a guideline authoring environment that enables guideline authors to define guidelines, based on the newly developed guideline representation formalism, and 3) a guideline execution environment that translates defined guidelines into a more efficient symbol-level representation, which can be read in and processed by an execution-time engine. The described methodology and framework were used to develop and validate a number of guidelines and decision support systems in various clinical domains such as Intensive Care, Family Practice, Psychiatry and the areas of Diabetes and Hypertension control

    Interoperability, learning designs and virtual worlds: Issues and strategies

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    Given the relatively high costs associated with designing and implementing learning designs in virtual worlds, a strategy for the re-use of designs becomes imperative. IMS LD has emerged as the standard for the description and expression of learning designs. This chapter explores some of the issues associated with using the IMS LD specification for learning designs in virtual worlds such as Second Life and multi-player online role playing games such as World of Warcraft. The main issues relate to the inadequate description of collaborative activities and the inability to alter the design 'on-the-fly' in response to learner inputs. Some possible solutions to these problems are considered. © 2011, IGI Global
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