69,369 research outputs found
A taxonomy of asymmetric requirements aspects
The early aspects community has received increasing attention among researchers and practitioners, and has grown a set of meaningful terminology and concepts in recent years, including the notion of requirements aspects. Aspects at the requirements level present stakeholder concerns that crosscut the problem domain, with the potential for a broad impact on questions of scoping, prioritization, and architectural design. Although many existing requirements engineering approaches advocate and advertise an integral support of early aspects analysis, one challenge is that the notion of a requirements aspect is not yet well established to efficaciously serve the community. Instead of defining the term once and for all in a normally arduous and unproductive conceptual unification stage, we present a preliminary taxonomy based on the literature survey to show the different features of an asymmetric requirements aspect. Existing approaches that handle requirements aspects are compared and classified according to the proposed taxonomy. In addition,we study crosscutting security requirements to exemplify the taxonomy's use, substantiate its value, and explore its future directions
Simple identification tools in FishBase
Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further
development. It explores the possibility of a holistic and integrated computeraided strategy
A Corpus-Based Investigation of Definite Description Use
We present the results of a study of definite descriptions use in written
texts aimed at assessing the feasibility of annotating corpora with information
about definite description interpretation. We ran two experiments, in which
subjects were asked to classify the uses of definite descriptions in a corpus
of 33 newspaper articles, containing a total of 1412 definite descriptions. We
measured the agreement among annotators about the classes assigned to definite
descriptions, as well as the agreement about the antecedent assigned to those
definites that the annotators classified as being related to an antecedent in
the text. The most interesting result of this study from a corpus annotation
perspective was the rather low agreement (K=0.63) that we obtained using
versions of Hawkins' and Prince's classification schemes; better results
(K=0.76) were obtained using the simplified scheme proposed by Fraurud that
includes only two classes, first-mention and subsequent-mention. The agreement
about antecedents was also not complete. These findings raise questions
concerning the strategy of evaluating systems for definite description
interpretation by comparing their results with a standardized annotation. From
a linguistic point of view, the most interesting observations were the great
number of discourse-new definites in our corpus (in one of our experiments,
about 50% of the definites in the collection were classified as discourse-new,
30% as anaphoric, and 18% as associative/bridging) and the presence of
definites which did not seem to require a complete disambiguation.Comment: 47 pages, uses fullname.sty and palatino.st
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Learning design – making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design – 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
Social Categories are Natural Kinds, not Objective Types (and Why it Matters Politically)
There is growing support for the view that social categories like men and women refer to “objective types” (Haslanger 2000, 2006, 2012; Alcoff 2005). An objective type is a similarity class for which the axis of similarity is an objective rather than nominal or fictional property. Such types are independently real and causally relevant, yet their unity does not derive from an essential property. Given this tandem of features, it is not surprising why empirically-minded researchers interested in fighting oppression and marginalization have found this ontological category so attractive: objective types have the ontological credentials to secure the reality (and thus political representation) of social categories, and yet they do not impose exclusionary essences that also naturalize and legitimize social inequalities. This essay argues that, from the perspective of these political goals of fighting oppression and marginalization, the category of objective types is in fact a Trojan horse; it looks like a gift, but it ends up creating trouble. I argue that objective type classifications often lack empirical adequacy, and as a result they lack political adequacy. I also provide, and in reference to the normative goals described above, several arguments for preferring a social ontology of natural kinds with historical essences
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
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