4,995 research outputs found

    Metadata enrichment for digital heritage: users as co-creators

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    This paper espouses the concept of metadata enrichment through an expert and user-focused approach to metadata creation and management. To this end, it is argued the Web 2.0 paradigm enables users to be proactive metadata creators. As Shirky (2008, p.47) argues Web 2.0’s social tools enable “action by loosely structured groups, operating without managerial direction and outside the profit motive”. Lagoze (2010, p. 37) advises, “the participatory nature of Web 2.0 should not be dismissed as just a popular phenomenon [or fad]”. Carletti (2016) proposes a participatory digital cultural heritage approach where Web 2.0 approaches such as crowdsourcing can be sued to enrich digital cultural objects. It is argued that “heritage crowdsourcing, community-centred projects or other forms of public participation”. On the other hand, the new collaborative approaches of Web 2.0 neither negate nor replace contemporary standards-based metadata approaches. Hence, this paper proposes a mixed metadata approach where user created metadata augments expert-created metadata and vice versa. The metadata creation process no longer remains to be the sole prerogative of the metadata expert. The Web 2.0 collaborative environment would now allow users to participate in both adding and re-using metadata. The case of expert-created (standards-based, top-down) and user-generated metadata (socially-constructed, bottom-up) approach to metadata are complementary rather than mutually-exclusive. The two approaches are often mistakenly considered as dichotomies, albeit incorrectly (Gruber, 2007; Wright, 2007) . This paper espouses the importance of enriching digital information objects with descriptions pertaining the about-ness of information objects. Such richness and diversity of description, it is argued, could chiefly be achieved by involving users in the metadata creation process. This paper presents the importance of the paradigm of metadata enriching and metadata filtering for the cultural heritage domain. Metadata enriching states that a priori metadata that is instantiated and granularly structured by metadata experts is continually enriched through socially-constructed (post-hoc) metadata, whereby users are pro-actively engaged in co-creating metadata. The principle also states that metadata that is enriched is also contextually and semantically linked and openly accessible. In addition, metadata filtering states that metadata resulting from implementing the principle of enriching should be displayed for users in line with their needs and convenience. In both enriching and filtering, users should be considered as prosumers, resulting in what is called collective metadata intelligence

    Engineering Crowdsourced Stream Processing Systems

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    A crowdsourced stream processing system (CSP) is a system that incorporates crowdsourced tasks in the processing of a data stream. This can be seen as enabling crowdsourcing work to be applied on a sample of large-scale data at high speed, or equivalently, enabling stream processing to employ human intelligence. It also leads to a substantial expansion of the capabilities of data processing systems. Engineering a CSP system requires the combination of human and machine computation elements. From a general systems theory perspective, this means taking into account inherited as well as emerging properties from both these elements. In this paper, we position CSP systems within a broader taxonomy, outline a series of design principles and evaluation metrics, present an extensible framework for their design, and describe several design patterns. We showcase the capabilities of CSP systems by performing a case study that applies our proposed framework to the design and analysis of a real system (AIDR) that classifies social media messages during time-critical crisis events. Results show that compared to a pure stream processing system, AIDR can achieve a higher data classification accuracy, while compared to a pure crowdsourcing solution, the system makes better use of human workers by requiring much less manual work effort

    A Robust Zero-Calibration RF-based Localization System for Realistic Environments

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    Due to the noisy indoor radio propagation channel, Radio Frequency (RF)-based location determination systems usually require a tedious calibration phase to construct an RF fingerprint of the area of interest. This fingerprint varies with the used mobile device, changes of the transmit power of smart access points (APs), and dynamic changes in the environment; requiring re-calibration of the area of interest; which reduces the technology ease of use. In this paper, we present IncVoronoi: a novel system that can provide zero-calibration accurate RF-based indoor localization that works in realistic environments. The basic idea is that the relative relation between the received signal strength from two APs at a certain location reflects the relative distance from this location to the respective APs. Building on this, IncVoronoi incrementally reduces the user ambiguity region based on refining the Voronoi tessellation of the area of interest. IncVoronoi also includes a number of modules to efficiently run in realtime as well as to handle practical deployment issues including the noisy wireless environment, obstacles in the environment, heterogeneous devices hardware, and smart APs. We have deployed IncVoronoi on different Android phones using the iBeacons technology in a university campus. Evaluation of IncVoronoi with a side-by-side comparison with traditional fingerprinting techniques shows that it can achieve a consistent median accuracy of 2.8m under different scenarios with a low beacon density of one beacon every 44m2. Compared to fingerprinting techniques, whose accuracy degrades by at least 156%, this accuracy comes with no training overhead and is robust to the different user devices, different transmit powers, and over temporal changes in the environment. This highlights the promise of IncVoronoi as a next generation indoor localization system.Comment: 9 pages, 13 figures, published in SECON 201

    Design of Automatic User Identification Framework in Crowdsourcing Requirements Engineering : User Mapping and System Architecture

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    The requirement elicitation is the initial stage of requirement engineering where information collected from users. The process are significantly determined by the quality and quantity of information collected. The crowdsourcing is a method of information gathering from many users. The number and variety of users in the crowdsourcing are both advantages and challenges in the elicitation process. This study purposes a framework for user identification that consists of user mapping and architecture system. The identification process consists of 8 main states, start with defining context, user target and scope determination, data source determination, user data collection, data pre-processing, feature selection, data classification and user identification. The results of this study is an initial state for development of an automated tool for user identification to elicit requirement through crowdsourcing. By the framework can be generated the user classification, which can be used to apply the appropriate method for gathering information in elicitation process

    Issues in digital preservation: towards a new research agenda

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    Digital Preservation has evolved into a specialized, interdisciplinary research discipline of its own, seeing significant increases in terms of research capacity, results, but also challenges. However, with this specialization and subsequent formation of a dedicated subgroup of researchers active in this field, limitations of the challenges addressed can be observed. Digital preservation research may seem to react to problems arising, fixing problems that exist now, rather than proactively researching new solutions that may be applicable only after a few years of maturing. Recognising the benefits of bringing together researchers and practitioners with various professional backgrounds related to digital preservation, a seminar was organized in Schloss Dagstuhl, at the Leibniz Center for Informatics (18-23 July 2010), with the aim of addressing the current digital preservation challenges, with a specific focus on the automation aspects in this field. The main goal of the seminar was to outline some research challenges in digital preservation, providing a number of "research questions" that could be immediately tackled, e.g. in Doctoral Thesis. The seminar intended also to highlight the need for the digital preservation community to reach out to IT research and other research communities outside the immediate digital preservation domain, in order to jointly develop solutions

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Towards Governing in the Digital Age

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