4,172 research outputs found

    Ontological Approaches to Modelling Narrative

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    We outline a simple taxonomy of approaches to modelling narrative, explain how these might be realised ontologically, and describe our continuing work to apply these techniques to the problem of Memories for Life

    Geospatial information infrastructures

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    Manual of Digital Earth / Editors: Huadong Guo, Michael F. Goodchild, Alessandro Annoni .- Springer, 2020 .- ISBN: 978-981-32-9915-3Geospatial information infrastructures (GIIs) provide the technological, semantic,organizationalandlegalstructurethatallowforthediscovery,sharing,and use of geospatial information (GI). In this chapter, we introduce the overall concept and surrounding notions such as geographic information systems (GIS) and spatial datainfrastructures(SDI).WeoutlinethehistoryofGIIsintermsoftheorganizational andtechnologicaldevelopmentsaswellasthecurrentstate-of-art,andreflectonsome of the central challenges and possible future trajectories. We focus on the tension betweenincreasedneedsforstandardizationandtheever-acceleratingtechnological changes. We conclude that GIIs evolved as a strong underpinning contribution to implementation of the Digital Earth vision. In the future, these infrastructures are challengedtobecomeflexibleandrobustenoughtoabsorbandembracetechnological transformationsandtheaccompanyingsocietalandorganizationalimplications.With this contribution, we present the reader a comprehensive overview of the field and a solid basis for reflections about future developments

    The role of boundary objects in the co-evolution of design and use: the KMP project experimentation

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    Nowadays, it is widely recognized that an ICT tool cannot be built without knowing who will use it and what they will do with. In this perspective, Human-Computer Interaction community (Carroll, 1990; Jarke, Tung Bui and Carroll, 1998; Young and Barnard, 1987; Young and al., 1989) developed a scenario-based approach contrasting with the traditional information system design. The scenario describes an existing or envisioned system from the perspective of one or more users and includes a narration of their goals, plans and reactions (Rosson and Carroll, 2002). As a result, design is founded on the use of scenarios as a central representation for the analysis and design of use. The scenario-based design appears to be a first step in the integration of users in the design of ICT tool. However, we would like to underline in this paper a more active role of users in the design process. According to Orlikowski (2000) while a technology can be seen to have been constructed with particular materials and inscribed with developers' assumptions and knowledge about the world at a point in time, it is only when this technology is used in recurrent social practices that it can be said to structure user's action. The use of technology in recurrent social practices must be considered because how technological properties will for the moment be used or appropriate is not inherent or predetermined. Finally, this approach leads us to dissociate the designers' world from the users' world. In this perspective, the design project is the result of the co-evolution and the convergence of both worlds: on the one hand, the world of design and a first integration of users by scenarios; on the other hand, the world of users where innovation is the art of interesting an increasing number of allies who will make the world of design stronger and stronger. The objective of this paper is to understand the mechanisms of interaction between the world of design and that of users i.e. between loops of co-design and loops of uses. Indeed, according to Akrich, Callon and Latour (1988) we adopt a whirlwind model of innovation. In this perspective, “innovation continuously transforms itself according to the trials to which it is submitted i.e. of the “interessements” tried out » (Akrich and al., 2002: 7). We will demonstrate that the key success of an innovation depends on the co-evolution and convergence of design and use around boundary objects developed during this process (see Figure 1). More specifically, we will show the role of boundary objects on the integration and on the involvement of users in the design process. In order to do so, we carried out an empirical research – the Knowledge Management Platform project - located in the scientific park of Sophia Antipolis (Alpes-Maritimes, France), focusing on the Telecom Valley® (TV) association which gathers the main actors of the Sophia Antipolis Telecom cluster. Indeed, the KMP project aims to build a semantic web service of competencies in order to enhance exchange and combination dynamics of knowledge within the Telecom cluster thanks to an interactive mapping of competencies. This paper will comprise three parts: Based on the researches of Akrich, Callon and Latour (1988), Hatchuel and Mollet (1986), Orlikowski (2000), Romme and Endenburg (2006) we will identify and analyse in a first part the process of design. The combination of these approaches leads us to distinguish the design' world from the users' world. In this perspective, the success of an innovation may be explained by the co-evolution and the convergence of these two worlds. In this process, we suggest that boundary objects play a key role in the convergence of these two worlds. We will present in a second part the empirical study of the KMP project within the TV network. The KMP project involved researchers from socio-economic sciences (GREDEG Laboratory, UNSA-CNRS, Rodige and Latapses teams), cognitive sciences and artificial intelligence (INRIA, Acacia team), telecommunications (GET) and users (TV) for a total force of 187 men per month for a two-year period (2003-2005). At this present time this project is being set up in a pre-industrialization phase, supported by TV and the PACA region. Here, we will analyse the specific process of design experimented by KMP. Finally, the third part discusses the role of boundary objects in the KMP experimentation. In this part, we will show the evolution of boundary objects during the loops of design. More specifically, the focus will be on the emergence of compromises between designers and users, their materialisation in boundary objects and finally their evolution during the design' process.boundary objects, IS development, actor network theory

    Web-based platforms in support of industrial symbiosis Initiatives. A bibliometric review

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    The main purpose of this contribution is to depict most promising web-based solutions in terms of best configuration for symbiotic network. By examining 10 existing and functioning Wb-platforms of which only some have been previously explored in the previous literature, the paper aims at underling main contributions that platforms can provide to industrial symbiosis. Thanks to a mixed research method, the paper shows that the most promising way for enhancing Wb-platforms within industrial symbiosis framework is to consider multiple platforms for integrating the results obtained from the different platforms and for assessing multi-criteria procedures

    On Ontologology

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    The study of models, and related concepts such as metamodels, is largely situated within the software engineering community under the banner of model-driven development. Yet these concepts have some obvious parallels with concepts developed within the artificial intelligence community under the banners of ontologies and the semantic web. Although a considerable amount of work has been done that aims to relate the development of ontologies to the model-driven development of software, the place of bidirectional transformations within these connected worlds is (almost) unstudied. Yet, experts in the study of ontologies have experienced the need to check and restore consistency, and have developed techniques, terminology and tools that relate to these tasks. In this paper we provide a high-level introduction to the work that has been done, aiming to promote further study and perhaps collaboration between these communities

    Design Approach to Unified Service API Modeling for Semantic Interoperability of Cross-enterprise Vehicle Applications

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    This work was partially supported by Ministry of Education, Youth and Sports of the Czech Republic, university specific research, project SGS-2019-018 Processing of heterogeneous data and its specialized applications

    Semantic based visualization: a first approach

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    Visualization is the process of mapping data into visual dimensions to create a visual representation to amplify cognition. Visual representations are essential aids to human cognitive tasks and are valued to the extent that they provide stable and external reference points upon which dynamic activities and thought processes may be calibrated and upon which models and theories can be tested and confirmed. The active use and manipulation of visual representations makes many complex and intensive cognitive tasks feasible. A visual representation is able to convey relationships among many elements in parallel and provides an individual with directly observable memory. A successful visualization allows the user to gain insight into the data, in other words to communicate different aspect of the data in an effective way. Even with today’s visualization systems that give the user a considerable control over the visualization process, it can be difficult to produce an effective visualization. To obtain useful results, a user had to know which questions to pose. Problems had to be framed in very precise terms. A strategy to improve this situation is to guide the user in the selection of the parameters involved in the visualization. Our research goal is the design of a visualization system that assist the user to do the work, by considering the semantic of the data together with the semantic of the stages through all the visualization process.Eje: Computación Gráfica, Visualización e ImágenesRed de Universidades con Carreras en Informática (RedUNCI
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