569,013 research outputs found

    Artifact-Centric Semantic Social-Collaboration Network in an Online Healthcare Context

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    The emergence of Web 2.0 technology and associated social networking system, brings many possibilities and features for online collaboration. Several reference models, frameworks, tools and infrastructures have been proposed to support seamless interaction and communication between human entities in an online social environment. A few studies indicated that social networks are not only constructed on social connections of people, but also mediated by shared objects, known as object-centred sociality. However, most of the developed social software system was centred around the concept of maintaining human-centric social relationships only. This may be because of the common issues of exploiting social network approach for online collaboration related to maintaining the social behaviour, interaction and communication between human and artifacts themselves. These resources or artifacts (i.e., physical objects, software entities, documents, etc.) are active elements in a way that they may coordinate, cooperate, and even trigger collaborative work in a social environment, which is difficult understand and implement. Thus, it is essential to concentrate on exploring the artifact-centric social relations in a new generation of social-collaboration network. This paper explores the concept and characteristics of the social software system and emphasise the importance and role of objects and artifact-centric sociality in a social-collaboration network. We also outline the benefits of semantic representation of social-collaborative network structure by extending existing social ontologies such as FOAF, SIOC, and DC that define additional concepts, properties and complex social relationship of humans, social objects and collaboration artifacts. Finally, we demonstrate the effectiveness of our proposed approach by applying it to a large-scale social-collaborative healthcare service called GRaCE-AGE within the United Kingdom

    AURA: Social Impacts of Everyday Objects

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    Today, the relationship between subject and object has been reversed, and we are becoming more and more technology dependent, resulting in objects ruling us. The physical presence of people is losing its value. Small incidents or situations between strangers might lead to meaningful relationships. Everyday objects, such as a coffee table, salt-pepper shakers or phones are ubiquitous and are part of our lives in a way that influences our cultural and social behavior. The effect these objects create is more important than the objects themselves. Hence the name “Aura”, for the objects created during my thesis. These objects have a way of creating interactions. Different Auras explore various stages of interaction such as subject-object, subject-subject, object-object, and others. Auras try to form opportunities to allow this by using strategies such as playfulness, emotional instigators, usability or need. It is about the complete atmosphere created by people, objects, situations, interactions, and activities. This environment—that positively reinforces communication and possibly forms relationships—is what we are trying to achieve. Many decisions, feelings, thinking and actions depend on our environments rather than our inner selves. We act subconsciously because of the most subtle happenings around us

    Defining the influence of bringing on surface roughness worked by cutting

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    The physical workplace, a hub for communication, collaboration and co-located interaction can no longer be taken for granted. Today, the design of intelligent interactive media, physical products and ubiquitous environments has passed the phase of being technology-driven. Meaning, insight and experience are now the key design drivers for the bridging of digital and physical design. We foresee how new interconnected knowledge systems - objects/devices, buildings and even cities created from web-based services and IoT - thoroughly transforms CSCW. A wide spectrum of services already invites users to seamlessly move between real and virtual workspaces, using a range of previously separated media channels. This interdisciplinary workshop welcomes researchers and practitioners to a day-long exchange targeting User eXperience (UX) and, specifically, the relationship between social and spatial connectedness in mediated and virtual work environments. Examples from ongoing research and developments informs a discussion on how the borders between the virtual and real become increasingly obsolete

    Mineralogical Approaches to Archaeological Materials

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    Archaeometry is based on the necessary interdisciplinary relationship between diverse branches of the natural and social sciences. This relationship is essential in archaeology, since, from physical materials (objects), scholars have to face questions that go beyond the limits of the tangible and pertain instead to abstract and social concerns. Currently, archaeometric studies are fundamental to the accurate classification and characterization of archaeological materials, providing relevant data, among other aspects, about their production, function and social meaning. In this book, we present a set of papers that show the potential of mineralogical studies (e.g. petrography, mineral geochemistry, X-ray Diffraction) and multiproxy approaches to characterize the composition of a wide diversity of archaeological materials such as ceramics, terracotta, tiles, metals, glazes, glass and mortars related to several periods (Bronze Age, Roman, Middle Age, Modern period). In this sense, this book can be of interest for specialized researchers who seek specific case studies and are mainly concerned with certain kinds of materials, but also for those students, researchers and professionals who look for a practical overview of the chief methods that can be followed in the study of material culture

    Is there a hole in the ozone layer of your climate change? : from scientific culture to popular culture

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    Eight out of ten Spaniards think the hole in the ozone layer, caused by human actions, is the key physical cause of climate change. This belief, constructed from scientific elements (concepts, images, icons, discourse), is a product of popular culture. Science has never confirmed this relationship. It was the ability of popular culture to incorporate scientific «objects» according to its own epistemology that established and popularised the idea until it became a global cultural belief. The divergence between social and scientific representation invites us to reflect upon how contemporary societies embrace and remodel scientific culture to construct representations for interpreting reality and directing responses (or inaction) to threats identified by science

    Souvenir, Salvage and the Death of Great Naval Ships

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    This paper examines the social and physical death of naval ships as a form of military material culture. It draws on ethnographic research with veteran’s associations in the UK and US, and in a UK ship breaking yard, to explore the relationship of a naval ship’s social and physical death to memorialisation, souvenir manufacture and souvenir salvage. A naval ship’s social death is argued to animate a distributed community of ex-naval personnel, for whom it is normative to memorialise ‘their ship’, and to materialise their sociality, and residue military masculinities, through a range of manufactured souvenirs worn in everyday life. The social death of naval ships has, until recently, been largely disconnected from the sites of their physical death, or destruction, but the advent of ethical disposal policies in the UK has brought about the geographical compression of the two. The paper charts three phases of ex-naval personnel’s engagement with the destruction of ‘their ship’: pilgrimage, souvenir salvage and collective memorialisation. We argue that proximate visualised destruction makes ex-naval personnel witnesses to an object death. More generally, the paper highlights that resource recovery regimes need to be thought not through recycling and the equivalence of objects as materials, but through reincarnation. As we show, the reincarnation of ‘great things’ does not always become them

    Understanding The Use and Impact of Social Media Features on The Educational Experiences of Higher-Education Students in Blended and Distance-Learning Environments

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    Students are increasingly expecting social media to be a component of their educational experiences both outside and inside of the classroom. The phenomenon of interest in this dissertation is understanding how the educational experiences of students are affected when social media are incorporated into online and blended course activities. Qualitative case studies are undertaken toward this end from a Human-Computer Interaction perspective by proposing 4 research questions: (1) How does the use of social media in blended-learning courses impact students\u27 educational experience? (2) How does the use of social media in online courses impact students\u27 educational experience? (3) How do specific features of social media impact student experiences inside the physical classroom? (4) How do specific features of social media impact student experiences outside of the physical classroom? This work is rooted in the theoretical foundations of the Community of Inquiry (CoI) framework to conceptualize educational experience as defined by the intersection of social, cognitive, and teaching presences. Adaptive Structuration Theory (AST) is also integrated here to conceptualize social media features as technical objects defined through the relationship of functional affordances and symbolic expressions between students and social media. The findings are based on a total of 9 case studies (5 within a blended context and 4 within an online context) bound by students in Masters-level library science classes at Syracuse University. The results suggest that social presence is clearly the most salient type of presence in social media within blended course contexts, while cognitive and social presences are relatively salient in social media within online course contexts. Two main categories of affordances, timeliness and information curation, emerged as pertinent to students\u27 educational experiences in blended courses; while both of these, plus multimedia engagement, were identified as relevant to online courses. Technical objects (general features of social media) were identified which facilitate these affordances, and implications based on these are provided in respect to practice (for educators and information technology designers) and theory

    Revolution Technique for Internet Of Things 6LowPAN

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    The Internet of Things is a concept originally coined and introduced by MIT, Auto-ID Centre and intimately linked to RFID and electronic product code (EPC) Its all about physical items talking to each other.From any time ,any place connectivity for anyone, we will now have connectivity for anything. IOT is Best things According to some beneficial purpose just like a Dynamic control of industry and daily life ,Improve the resource utilization ratio ,Better relationship between human and nature, Forming an intellectual entity by integrating human society and physical system Flexible configuration, P&P.The network formed by things/objects having identities(like any object), virtual personalities operating in smart spaces using intelligent interfaces(its nothing but a 6lowpan n/w) to connect and communicate with the users, social and environmental contexts(its nothing but a WSN).So IOT should be full fill in our practical life through implementation of 6lowpan stack in WSN

    Extending Construal Level Theory to Distributed Teams: Perception and Evaluation of Distant Others

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    Building on prior research on distributed teams that has identified physical and temporal distance as impediments to collaboration and relationship development, this paper explores how and why we treat geographically distant others differently from those who are proximal. According to construal level theory, physically- or temporally-distant events or objects are more psychologically distant and are more likely to be described in terms of their more general characteristics, while views of more proximal events or objects will be more detailed and nuanced. We extend construal level theory to the distributed team context by advancing propositions about how group members perceive and evaluate distant others in contrast to proximal others. By comparing to alternative computer-mediated communication and social psychological theories that have been applied to this phenomenon, we show that construal level theory offers parsimonious explanations as well as novel predictions about how and why we perceive and evaluate distant others differently. The paper then considers theoretical, methodological, and practical implications of construal level theory for distributed teams and other virtual settings

    UNDERSTANDING UNMADA W.S.R TO SCHIZOPHRENIA

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    Manasa Vikara are considered as an abnormal mental condition characterised by impairment of mental functions. Acharyas have elaborated the importance of Manas at various places in the classics. According to Acharya Susruta Manas is regarded as Ahankarika, whereas Caraka Acharya mentions Manas is evolved from Khadini. Acharya Susruta considers Krodha, Shoka, Bhaya etc., as the Nidana of Manasa Vikara whereas Caraka Acharya mentions attachment towards undesired objects and loss of desired objects as the Karana for Manovikara. Unmada is the most elaborately dealt Manasa Vyadhi in Ayurveda. Acharyas have included a broad spectrum of psychiatric disorders under Unmada. Alpa Satwa individuals are considered to be more prone for such disorders. Even the definition of “Health†by WHO suggest mental well-being along with physical and social well-being. Once any disturbance occurs it in turn disturbs the normalcy which may affect the personality of an individual, a characteristic distortion of thinking, disturbed perception etc. Schizophrenia is such a disease characterised by disturbances in thought, verbal behaviour, perception, affect, motor behaviour and relationship to the external world
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