83 research outputs found
Report on a special investigation of the Iowa Communications Network (ICN) for the period January 1, 2015 through January 2, 2018.
Report on a special investigation of the Iowa Communications Network (ICN) for the period January 1, 2015 through January 2, 2018
Multimodalities in Metadata: Gaia Gate
Metadata is information about objects. Existing metadata standards seldom describe details concerning an object’s context within an environment; this thesis proposes a new concept, external contextual metadata (ECM), examining metadata, digital photography, and mobile interface theory as context for a proposed multimodal framework of media that expresses the internal and external qualities of the digital object and how they might be employed in various use cases. The framework is binded to a digital image as a singular object. Information contained in these ‘images’ can then be processed by a renderer application to reinterpret the context that the image was captured, including non-visually. Two prototypes are developed through the process of designing a renderer for the new multimodal data framework: a proof-of-concept application and a demonstration of ‘figurative’ execution (titled ‘Gaia Gate’), followed by a critical design analysis of the resulting products
Foundation Models and Fair Use
Existing foundation models are trained on copyrighted material. Deploying
these models can pose both legal and ethical risks when data creators fail to
receive appropriate attribution or compensation. In the United States and
several other countries, copyrighted content may be used to build foundation
models without incurring liability due to the fair use doctrine. However, there
is a caveat: If the model produces output that is similar to copyrighted data,
particularly in scenarios that affect the market of that data, fair use may no
longer apply to the output of the model. In this work, we emphasize that fair
use is not guaranteed, and additional work may be necessary to keep model
development and deployment squarely in the realm of fair use. First, we survey
the potential risks of developing and deploying foundation models based on
copyrighted content. We review relevant U.S. case law, drawing parallels to
existing and potential applications for generating text, source code, and
visual art. Experiments confirm that popular foundation models can generate
content considerably similar to copyrighted material. Second, we discuss
technical mitigations that can help foundation models stay in line with fair
use. We argue that more research is needed to align mitigation strategies with
the current state of the law. Lastly, we suggest that the law and technical
mitigations should co-evolve. For example, coupled with other policy
mechanisms, the law could more explicitly consider safe harbors when strong
technical tools are used to mitigate infringement harms. This co-evolution may
help strike a balance between intellectual property and innovation, which
speaks to the original goal of fair use. But we emphasize that the strategies
we describe here are not a panacea and more work is needed to develop policies
that address the potential harms of foundation models
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
Analysis of web3 solution development principles
In the master's thesis, we researched the principles of Web3 solution development. We studied the blockchain and blockchain-related technology, development of the Web including all versions of the Web and the differences between them. We presented the popular technologies for Web3 development and the most common Web3 solutions with examples. With help of systematic literature review we explored the state-of-art technologies for Web3 solution development and proposed a full-stack for Web3. In the final part we implemented a proof-of-concept Ethereum decentralized application and compared it with equivalent concept of Web2 application. We proposed future work of researching other popular blockchain protocols like Solana or Polygon
AnyBoard spillplattform - Et JavaScript rammeverk for å støtte utviklingingen av digital brettspill
Et JavaScript-basert rammeverk, AnyBoard har blitt utviklet og ligger nå fritt tilgjengelig for hvem som helst å benytte seg av. Rammeverket forenkler utviklingen av digitale brettspill ved å gjøre tilgjengelig Bluetooth kommunikasjon for digitale brikker til Cordova-baserte applikasjoner
Imagery to the Crowd, MapGive, and the CyberGIS: Open Source Innovation in the Geographic and Humanitarian Domains
The MapGive initiative is a State Department project designed to increase the amount of free and open geographic data in areas either experiencing, or at risk of, a humanitarian emergency. To accomplish this, MapGive seeks to link the cognitive surplus and good will of volunteer mappers who freely contribute their time and effort to map areas at risk, with the purchasing power of the United States Government (USG), who can act as a catalyzing force by making updated high resolution commercial satellite imagery available for volunteer mapping. Leveraging the CyberGIS, a geographic computing infrastructure built from open source software, MapGive publishes updated satellite imagery as web services that can be quickly and easily accessed via the internet, allowing volunteer mappers to trace the imagery to extract visible features like roads and buildings without having to process the imagery themselves. The resulting baseline geographic data, critical to addressing humanitarian data gaps, is stored in the OpenStreetMap (OSM) database, a free, editable geographic database for the world under a license that ensures the data will remain open in perpetuity, ensuring equal access to all. MapGive is built upon a legal, policy, and technological framework developed during the Imagery to the Crowd phase of the project. Philosophically, these projects are grounded in the open source software movement and the application of commons-based peer production models to geographic data. These concepts are reviewed, as is a reconception of Geographic Information Systems (GIS) called GIS 2.0
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