3,816 research outputs found

    The Semantic Web Revisited

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    The original Scientific American article on the Semantic Web appeared in 2001. It described the evolution of a Web that consisted largely of documents for humans to read to one that included data and information for computers to manipulate. The Semantic Web is a Web of actionable information--information derived from data through a semantic theory for interpreting the symbols.This simple idea, however, remains largely unrealized. Shopbots and auction bots abound on the Web, but these are essentially handcrafted for particular tasks; they have little ability to interact with heterogeneous data and information types. Because we haven't yet delivered large-scale, agent-based mediation, some commentators argue that the Semantic Web has failed to deliver. We argue that agents can only flourish when standards are well established and that the Web standards for expressing shared meaning have progressed steadily over the past five years. Furthermore, we see the use of ontologies in the e-science community presaging ultimate success for the Semantic Web--just as the use of HTTP within the CERN particle physics community led to the revolutionary success of the original Web. This article is part of a special issue on the Future of AI

    SemCaDo: a serendipitous causal discovery algorithm for ontology evolution

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    International audienceWith the rising need to reuse the existing knowledge when learning Causal Bayesian Networks (CBNs), the ontologies can supply valuable semantic information to make further interesting discoveries with the minimum expected cost and effort. In this paper, we propose a cyclic approach in which we make use of the ontology in an interchangeable way. The first direction involves the integration of semantic knowledge to anticipate the optimal choice of experimentations via a serendipitous causal discovery strategy. The second complementary direction concerns an enrichment process by which it will be possible to reuse these causal discoveries, support the evolving character of the semantic background and make an ontology evolution

    Measuring the Eccentricity of Items

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    The long-tail phenomenon tells us that there are many items in the tail. However, not all tail items are the same. Each item acquires different kinds of users. Some items are loved by the general public, while some items are consumed by eccentric fans. In this paper, we propose a novel metric, item eccentricity, to incorporate this difference between consumers of the items. Eccentric items are defined as items that are consumed by eccentric users. We used this metric to analyze two real-world datasets of music and movies and observed the characteristics of items in terms of eccentricity. The results showed that our defined eccentricity of an item does not change much over time, and classified eccentric and noneccentric items present significantly distinct characteristics. The proposed metric effectively separates the eccentric and noneccentric items mixed in the tail, which could not be done with the previous measures, which only consider the popularity of items.Comment: Accepted at IEEE International Conference on Systems, Man, and Cybernetics (SMC) 201

    Evocative computing – creating meaningful lasting experiences in connecting with the past

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    We present an approach – evocative computing – that demonstrates how ‘at hand’ technologies can be ‘picked up’ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices

    Reuse as heuristic : from transmission to nurture in learning activity design

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    In recent years a combination of ever more flexible and sophisticated Web technologies and an explosion in the quantity of online content has sparked learning technologists around the world to pursue the promise of the 'reusable learning object' or RLO with the idea that RLOs could be reused in different educational contexts, thereby providing greater overall flexibility and return on investment. In 2002 the ACETS Project undertook a three-year study in the UK to investigate whether RLOs worked in practice and how the pursuit of reuse affected the teacher and their teaching. Teachers working in healthcare-related subjects in Higher and Further Education were asked to create an original learning design or activity from third-party digital resources and to reflect both on the process and its outcomes. The expectation was that teachers would be the ones selecting and reusing third-party materials. This paper describes how one of the ACETS exemplifiers reinterpreted this remit, challenged the anticipated transmissive model of learning, and instead, gave their students an opportunity to create their own original learning designs and learning activities from third-party digital resources. By describing the educational enhancements, the resulting heightened levels of critical thinking, and sensitivity to patient needs, 'reuse' will be shown to be an effective heuristic for student self-direction and professional development

    OpenML: networked science in machine learning

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    Many sciences have made significant breakthroughs by adopting online tools that help organize, structure and mine information that is too detailed to be printed in journals. In this paper, we introduce OpenML, a place for machine learning researchers to share and organize data in fine detail, so that they can work more effectively, be more visible, and collaborate with others to tackle harder problems. We discuss how OpenML relates to other examples of networked science and what benefits it brings for machine learning research, individual scientists, as well as students and practitioners.Comment: 12 pages, 10 figure

    The live social semantics application: A platform for integrating face-to-face presence with on-line social networking

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    We describe a novel application that integrates real-world data on the face-to-face proximity of individuals with their identities and contacts in on-line social networks. This application was successfully deployed at two conference gatherings, ESWC09 and HT2009, and actively used by hundreds of people. Personal profiles of the participants were automatically generated using several Web 2.0 systems and semantic data sources, and integrated in real-time with face-to-face proximity relations detected using RFID-enabled badges. The integration of these heterogeneous data sources enables various services that enhance the experience of conference attendees, allowing them to explore their social neighbourhood and to connect with other participants. This paper describes the architecture of the application, the services we provided, and the results we achieved in these deployments

    Semantic web technology to support learning about the semantic web

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    This paper describes ASPL, an Advanced Semantic Platform for Learning, designed using the Magpie framework with an aim to support students learning about the Semantic Web research area. We describe the evolution of ASPL and illustrate how we used the results from a formal evaluation of the initial system to re-design the user functionalities. The second version of ASPL semantically interprets the results provided by a non-semantic web mining tool and uses them to support various forms of semantics-assisted exploration, based on pedagogical strategies such as performing later reasoning steps and problem space filtering
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