719 research outputs found

    SPARQL Playground: A block programming tool to experiment with SPARQL

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    SPARQL is a powerful query language for SemanticWeb data sources but one which is quite complex to master. As the block programming paradigm has been succesfully used to teach programming skills, we propose a tool that allows users to build and run SPARQL queries on an endpoint without previous knowledge of the syntax of SPARQL and the model of the data in the endpoint (vocabularies and semantics). This user interface attempts to close the gap between tools for the lay user that do not allow to express complex queries and overtly complex technical tools

    Measuring the Global Research Environment: Information Science Challenges for the 21st Century

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    “What does the global research environment look like?” This paper presents a summary look at the results of efforts to address this question using available indicators on global research production. It was surprising how little information is available, how difficult some of it is to access and how flawed the data are. The three most useful data sources were UNESCO (United Nations Educational, Scientific and Cultural Organization) Research and Development data (1996-2002), the Institute of Scientific Information publications listings for January 1998 through March 2003, and the World of Learning 2002 reference volume. The data showed that it is difficult to easily get a good overview of the global research situation from existing sources. Furthermore, inequalities between countries in research capacity are marked and challenging. Information science offers strategies for responding to both of these challenges. In both cases improvements are likely if access to information can be facilitated and the process of integrating information from different sources can be simplified, allowing transformation into effective action. The global research environment thus serves as a case study for the focus of this paper – the exploration of information science responses to challenges in the management, exchange and implementation of knowledge globally

    Connecting the dots: a multi-pivot approach to data exploration

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    The purpose of data browsers is to help users identify and query data effectively without being overwhelmed by large complex graphs of data. A proposed solution to identify and query data in graph-based datasets is Pivoting (or set-oriented browsing), a many-to-many graph browsing technique that allows users to navigate the graph by starting from a set of instances followed by navigation through common links. Relying solely on navigation, however, makes it difficult for users to find paths or even see if the element of interest is in the graph when the points of interest may be many vertices apart. Further challenges include finding paths which require combinations of forward and backward links in order to make the necessary connections which further adds to the complexity of pivoting. In order to mitigate the effects of these problems and enhance the strengths of pivoting we present a multi-pivot approach which we embodied in tool called Visor. Visor allows users to explore from multiple points in the graph, helping users connect key points of interest in the graph on the conceptual level, visually occluding the remainder parts of the graph, thus helping create a road-map for navigation. We carried out an user study to demonstrate the viability of our approach

    Lifecycle-Support in Architectures for Ontology-Based Information Systems

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    Ontology-based applications play an increasingly important role in the public and corporate Semantic Web. While today there exist a range of tools and technologies to support specific ontology engineering and management activities, architectural design guidelines for building ontology-based applications are missing. In this paper, we present an architecture for ontology-based applications—covering the complete ontology-lifecycle—that is intended to support software engineers in designing and developing ontology based-applications. We illustrate the use of the architecture in a concrete case study using the NeOn toolkit as one implementation of the architecture

    Ubiquitous Semantic Applications

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    As Semantic Web technology evolves many open areas emerge, which attract more research focus. In addition to quickly expanding Linked Open Data (LOD) cloud, various embeddable metadata formats (e.g. RDFa, microdata) are becoming more common. Corporations are already using existing Web of Data to create new technologies that were not possible before. Watson by IBM an artificial intelligence computer system capable of answering questions posed in natural language can be a great example. On the other hand, ubiquitous devices that have a large number of sensors and integrated devices are becoming increasingly powerful and fully featured computing platforms in our pockets and homes. For many people smartphones and tablet computers have already replaced traditional computers as their window to the Internet and to the Web. Hence, the management and presentation of information that is useful to a user is a main requirement for today’s smartphones. And it is becoming extremely important to provide access to the emerging Web of Data from the ubiquitous devices. In this thesis we investigate how ubiquitous devices can interact with the Semantic Web. We discovered that there are five different approaches for bringing the Semantic Web to ubiquitous devices. We have outlined and discussed in detail existing challenges in implementing this approaches in section 1.2. We have described a conceptual framework for ubiquitous semantic applications in chapter 4. We distinguish three client approaches for accessing semantic data using ubiquitous devices depending on how much of the semantic data processing is performed on the device itself (thin, hybrid and fat clients). These are discussed in chapter 5 along with the solution to every related challenge. Two provider approaches (fat and hybrid) can be distinguished for exposing data from ubiquitous devices on the Semantic Web. These are discussed in chapter 6 along with the solution to every related challenge. We conclude our work with a discussion on each of the contributions of the thesis and propose future work for each of the discussed approach in chapter 7

    The Semantic Shadow : Combining User Interaction with Context Information for Semantic Web-Site Annotation

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    This thesis develops the concept of the Semantic Shadow (SemS), a model for managing contentual and structural annotations on web page elements and their values. The model supports a contextual weighting of the annotated information, allowing to specify the annotation values in relation to the evaluation context. A procedure is presented, which allows to manage and process this context-dependent meta information on web page elements using a dedicated programming interface. Two distinct implementations for the model have been developed: One based on Java objects, the other using the Resource Description Framework (RDF) as modeling backend. This RDF-based storage allows to integrate the annotations of the Semantic Shadow with other information of the Semantic Web. To demonstrate the application of the Semantic Shadow concept, a procedure to optimize web based user interfaces based on the structural semantics has been developed: Assuming a mobile client, a requested web page is dynamically adapted by a proxy prototype, where the context-awareness of the adaptation can be directly modeled alongside with the structural annotations. To overcome the drawback of missing annotations for existing web pages, this thesis introduces a concept to derive context-dependent meta-information on the web pages from their usage: From the observation of the users' interaction with a web page, certain context-dependent structural information about the concerned web page elements can be derived and stored in the annotation model of the Semantic Shadow concept.In dieser Arbeit wird das Konzept des Semantic Shadow (dt. Semantischer Schatten) entwickelt, ein Programmier-Modell um Webseiten-Elemente mit inhaltsbezogenen und strukturellen Anmerkungen zu versehen. Das Modell unterstützt dabei eine kontextabhängige Gewichtung der Anmerkungen, so dass eine Anmerkung in Bezug zum Auswertungs-Kontext gesetzt werden kann. Zur Verwaltung und Verarbeitung dieser kontextbezogenen Meta-Informationen für Webseiten-Elemente wurde im Rahmen der Arbeit eine Programmierschnittstelle definiert. Dazu wurden zwei Implementierungen der Schnittstelle entwickelt: Eine basiert ausschließlich auf Java-Objekten, die andere baut auf einem RDF-Modell auf. Die RDF-basierte Persistierung erlaubt eine Integration der Semantic-Shadow-Anmerkungen mit anderen Anwendungen des Semantic Webs. Um die Anwendungsmöglichkeiten des Semantic-Shadow-Konzepts darzustellen, wurde eine Vorgehensweise zur Optimierung von webbasierten Benutzerschnittstellen auf Grundlage von semantischen Strukturinformationen entwickelt: Wenn ein mobiler Benutzer eine Webseite anfordert, wird diese dynamisch durch einen Proxy angepasst. Die Kontextabhängigkeit dieser Anpassung wird dabei bereits direkt mit den Struktur-Anmerkungen modelliert. Für bestehende Webseiten liegen zumeist keine Annotationen vor. Daher wird in dieser Arbeit ein Konzept vorgestellt, kontextabhängige Meta-Informationen aus der Benutzung der Webseiten zu bestimmen: Durch Beobachtung der Benutzer-Interaktionen mit den Webseiten-Elementen ist es möglich bestimmte kontextabhängige Strukturinformationen abzuleiten und als Anmerkungen im Modell des Semantic-Shadow-Konzepts zu persistieren

    05181 Abstracts Collection -- Mobile Computing and Ambient Intelligence: The Challenge of Multimedia

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    From 01.05.05 to 04.05.05, the Dagstuhl Seminar 05181 ``Mobile Computing and Ambient Intelligence: The Challenge of Multimedia\u27\u27was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Towards Designing and Generating User Interfaces by Using Expert Knowledge

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    [ES] La investigación reportada en la presente tesis doctoral se lleva a cabo a través de la metodología de la ciencia del diseño que se centra en la creación y evaluación de artefactos. En esta tesis, el principal artefacto es el novedoso enfoque para diseñar y generar interfaces de usuario utilizando el conocimiento experto. Con el fin de permitir el uso del conocimiento experto, el enfoque propuesto se basa en la reutilización de patrones de diseño que incorporan el conocimiento experto del diseño de la interfaz y proporcionan soluciones reutilizables a diversos problemas de diseño. El objetivo principal de dicho enfoque es abordar el uso de patrones de diseño a fin de garantizar que los conocimientos especializados se integren en el diseño y la generación de interfaces de usuario para aplicaciones móviles y web. Las contribuciones específicas de esta tesis se resumen a continuación: Una primera contribución consiste en el marco AUIDP que se define para apoyar el diseño y la generación de interfaces adaptativas para aplicaciones web y móviles utilizando patrones de diseño HCI. El marco propuesto abarca tanto la etapa de diseño como la de ejecución de dichas interfaces. En el momento del diseño, los modelos de patrones de diseño junto con la interfaz de usuario y el perfil de usuario se definen siguiendo una metodología de desarrollo específica. En tiempo de ejecución, los modelos creados se utilizan para permitir la selección de patrones de diseño de HCI y para permitir la generación de interfaces de usuario a partir de las soluciones de diseño proporcionadas por los patrones de diseño relevantes. La segunda contribución es un método de especificación para establecer un modelo de ontología que convierte la representación tradicional basada en texto en la representación formal del patrón de diseño de HCI. Este método adopta la metodología Neon para lograr la transición de las representaciones informales a las formales. El modelo de ontología creado se llama MIDEP, que es una ontología modular que captura el conocimiento sobre los patrones de diseño, así como la interfaz de usuario y el perfil del usuario. La tercera contribución es el IDEPAR, que es el primer sistema dentro del marco global del AUIDP. Este sistema tiene como objetivo recomendar automáticamente los patrones de diseño más relevantes para un problema de diseño dado. Se basa en un enfoque híbrido que utiliza una combinación mixta de técnicas de recomendación basadas en texto y ontología para producir recomendaciones de patrones de diseño que proporcionan soluciones de diseño apropiadas. La cuarta contribución es un sistema generador de interfaz llamado ICGDEP, que se propone para generar automáticamente el código fuente de la interfaz de usuario para aplicaciones web y móviles. El ICGDEP es el segundo sistema dentro del marco global de AUIDP y se basa en el uso de patrones de diseño de HCI que son recomendados por el sistema IDEPAR. Su objetivo principal es generar automáticamente el código fuente de la interfaz de usuario a partir de las soluciones de diseño proporcionadas por los patrones de diseño. Para lograr esto, el sistema ICGDEP utiliza un método que permite la generación de código fuente de interfaz de usuario para la aplicación de destino. Las contribuciones aportadas en la presente tesis han sido validadas a través de diferentes perspectivas. En primer lugar, la evaluación de la ontología MIDEP desarrollada se realiza utilizando preguntas de competencia, enfoques de evaluación basados en la tecnología y basados en aplicaciones. En segundo lugar, la evaluación del sistema IDEPAR se establece mediante un patrón producido por expertos y un estudio de evaluación centrado en el usuario. Luego, el sistema ICGDEP es evaluado en términos de ser utilizado efectivamente por los desarrolladores, considerando el factor de productividad. Por último, la evaluación del marco mundial de AUIDP se lleva a cabo mediante estudios de casos y estudios de usabilidad.[CA] La investigació reportada en aquesta tesi doctoral es duu a terme a través de la metodologia de la ciència del disseny que se centra en la creació i avaluació d'artefactes. En aquesta tesi, el principal artefacte és el nou enfocament per dissenyar i generar interfícies d'usuari utilitzant el coneixement expert. Per tal de permetre l'ús del coneixement expert, l'enfocament proposat es basa en la reutilització de patrons de disseny que incorporen el coneixement expert del disseny de la interfície i proporcionen solucions reutilitzables a diversos problemes de disseny. L'objectiu principal d'aquest enfocament és abordar l'ús de patrons de disseny per tal de garantir que els coneixements especialitzats s'integrin en el disseny i la generació d'interfícies d'usuari per a aplicacions mòbils i web. Les contribucions específiques d'aquesta tesi es resumeixen a continuació: Una primera contribució consisteix en el marc AUIDP que es defineix per donar suport al disseny i generació d'interfícies adaptatives per a aplicacions web i mòbils utilitzant patrons de disseny HCI. El marc proposat inclou tant l'etapa de disseny com la d'execució de les interfícies esmentades. En el moment del disseny, els models de patrons de disseny juntament amb la interfície d'usuari i el perfil d'usuari es defineixen seguint una metodologia de desenvolupament específica. En temps d'execució, els models creats s'utilitzen per permetre la selecció de patrons de disseny de HCI i per permetre la generació de interfícies d'usuari a partir de les solucions de disseny proporcionades pels patrons de disseny rellevants. La segona contribució és un mètode d'especificació per establir un model d'ontologia que converteix la representació tradicional basada en text en la representació formal del patró de disseny de HCI. Aquest mètode adopta la metodologia Neon per aconseguir la transició de les representacions informals a les formals. El model d'ontologia creat s'anomena MIDEP, una ontologia modular que captura el coneixement sobre els patrons de disseny, així com la interfície d'usuari i el perfil de l'usuari. La tercera contribució és l'IDEPAR, que és el primer sistema dins del marc global de l'AUIDP. Aquest sistema té com a objectiu recomanar automàticament els patrons de disseny més rellevants per a un problema de disseny donat. Es basa en un enfocament híbrid que utilitza una combinació mixta de tècniques de recomanació basades en text i ontologia per produir recomanacions de patrons de disseny que proporcionen solucions de disseny apropiades. La quarta contribució és un sistema generador d'interfície anomenat ICGDEP, que es proposa per generar automàticament el codi font de la interfície d'usuari per a aplicacions web i mòbils. L'ICGDEP és el segon sistema dins del marc global d'AUIDP i es basa en l'ús de patrons de disseny de HCI que són recomanats pel sistema IDEPAR. El seu objectiu principal és generar automàticament el codi font de la interfície d'usuari a partir de les solucions de disseny proporcionades pels patrons de disseny. Per aconseguir-ho, el sistema ICGDEP utilitza un mètode que permet generar codi font d'interfície d'usuari per a l'aplicació de destinació. Les contribucions aportades a la present tesi han estat validades a través de diferents perspectives. En primer lloc, l'avaluació de l'ontologia MIDEP desenvolupada es fa utilitzant preguntes de competència, enfocaments d'avaluació basats en la tecnologia i basats en aplicacions. En segon lloc, l'avaluació del sistema IDEPAR s'estableix mitjançant un patró produït per experts i un estudi d'avaluació centrat en l'usuari. Després, el sistema ICGDEP és avaluat en termes de ser utilitzat efectivament pels desenvolupadors, considerant el factor de productivitat. Finalment, l'avaluació del marc mundial d'AUIDP es fa mitjançant estudis de casos i estudis d'usabilitat.[EN] The research reported in the present PhD dissertation is conducted through the design science methodology that focuses on creating and evaluating artifacts. In the current thesis, the main artifact is the novel approach to design and generate user interfaces using expert knowledge. In order to enable the use of expert knowledge, the present approach is devoted to reuse design patterns that incorporate expert knowledge of interface design and provide reusable solutions to various design problems. The main goal of the proposed approach is to address the use of design patterns in order to ensure that expert knowledge is integrated into the design and generation of user interfaces for mobile and Web applications. The specific contributions of this thesis are summarized below: This first contribution is the AUIDP framework that is defined to support the design and generation of adaptive interfaces for Web and mobile applications using HCI design patterns. The proposed framework spans over design-time and run-time. At design-time, models of design patterns along with user interface and user profile are defined following a specific development methodology. At run-time, the created models are used to allow the selection of HCI design patterns and to enable the generation of user interfaces from the design solutions provided by the relevant design patterns. The second contribution is a specification method to establish an ontology model that turns traditional text-based representation into formal HCI design pattern representation. This method adopts the Neon methodology to achieve the transition from informal to formal representations. The created ontology model is named MIDEP, which is a modular ontology that captures knowledge about design patterns as well as the user interface and user's profile. The third contribution is the IDEPAR, which is the first system within the global AUIDP framework. This system aims to automatically recommend the most relevant design patterns for a given design problem. It is based on a hybrid approach that relies on a mixed combination of text-based and ontology-based recommendation techniques to produce design pattern recommendations that provide appropriate design solutions. The fourth contribution is an interface generator system called ICGDEP, which is proposed to automatically generate the user interface source code for Web and mobile applications. The proposed ICGDEP is the second system within the global AUIDP framework and relies on the use of HCI design patterns that are recommended by the IDEPAR system. It mainly aims at automatically generating the user interface source code from the design solutions provided by design patterns. To achieve this, the ICGDEP system is based on a generation method that allows the generation of user interface source code for the target application. The contributions provided in the present thesis have been validated through different perspectives. First, the evaluation of the developed MIDEP ontology is performed using competency questions, technology-based, and application-based evaluation approaches. Second, the evaluation of the IDEPAR system is established through an expert-based gold standard and a user-centric evaluation study. Then, the ICGDEP system is evaluated in terms of being effectively used by developers, considering the productivity factor. Finally, the evaluation of the global AUIDP framework is conducted through case studies and usability studies.Braham, A. (2022). Towards Designing and Generating User Interfaces by Using Expert Knowledge [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/19092
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