7,062 research outputs found

    Report of the Stanford Linked Data Workshop

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    The Stanford University Libraries and Academic Information Resources (SULAIR) with the Council on Library and Information Resources (CLIR) conducted at week-long workshop on the prospects for a large scale, multi-national, multi-institutional prototype of a Linked Data environment for discovery of and navigation among the rapidly, chaotically expanding array of academic information resources. As preparation for the workshop, CLIR sponsored a survey by Jerry Persons, Chief Information Architect emeritus of SULAIR that was published originally for workshop participants as background to the workshop and is now publicly available. The original intention of the workshop was to devise a plan for such a prototype. However, such was the diversity of knowledge, experience, and views of the potential of Linked Data approaches that the workshop participants turned to two more fundamental goals: building common understanding and enthusiasm on the one hand and identifying opportunities and challenges to be confronted in the preparation of the intended prototype and its operation on the other. In pursuit of those objectives, the workshop participants produced:1. a value statement addressing the question of why a Linked Data approach is worth prototyping;2. a manifesto for Linked Libraries (and Museums and Archives and …);3. an outline of the phases in a life cycle of Linked Data approaches;4. a prioritized list of known issues in generating, harvesting & using Linked Data;5. a workflow with notes for converting library bibliographic records and other academic metadata to URIs;6. examples of potential “killer apps” using Linked Data: and7. a list of next steps and potential projects.This report includes a summary of the workshop agenda, a chart showing the use of Linked Data in cultural heritage venues, and short biographies and statements from each of the participants

    A heuristic-based approach to code-smell detection

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    Encapsulation and data hiding are central tenets of the object oriented paradigm. Deciding what data and behaviour to form into a class and where to draw the line between its public and private details can make the difference between a class that is an understandable, flexible and reusable abstraction and one which is not. This decision is a difficult one and may easily result in poor encapsulation which can then have serious implications for a number of system qualities. It is often hard to identify such encapsulation problems within large software systems until they cause a maintenance problem (which is usually too late) and attempting to perform such analysis manually can also be tedious and error prone. Two of the common encapsulation problems that can arise as a consequence of this decomposition process are data classes and god classes. Typically, these two problems occur together – data classes are lacking in functionality that has typically been sucked into an over-complicated and domineering god class. This paper describes the architecture of a tool which automatically detects data and god classes that has been developed as a plug-in for the Eclipse IDE. The technique has been evaluated in a controlled study on two large open source systems which compare the tool results to similar work by Marinescu, who employs a metrics-based approach to detecting such features. The study provides some valuable insights into the strengths and weaknesses of the two approache

    E-Learning Management System for Simad University in Somalia

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    With the advancement of Information and Communication Technology in this era, teachers should take the advantage to improve their teaching techniques. Students should be allowed to learn at anytime, anywhere and at their own pace. Teachers also be able to keep a collection of test/tutorial questions online. Furthermore, the motivation for this study is to improve the learning environment in SIMAD University through the use of Internet technology. Therefore, based on the above ideas, a prototype of E-learning Management System has been developed. In addition, this software is a web based application system that can be accessed by students as well as lecturers through the Internet technology by anywhere and anytime. The methodology adopted in this study is the design research Methodology by Vaishnavi and Kuechler (2004)

    M-Learning: Content Tool for Accounting

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    Independency of time and space are often named as the main advantages of e-Learning. The basic requirement of e-Learning is a Personal Computer (PC), and therefore a real independency of time and space is not given. Even with a notebook these independencies are not fulfilled, because a real independency of time and space means learning wherever and whenever you want to learn. Hardly anyone carries his notebook or his PC with him all the time. Due to certain requirements eLearning fulfils just partly this demand of independency. Mobile learning (MLearning), the next generation of the computer-aided and multimedia-based learning, is based on mobile phones. The market penetration of mobile phones in Malaysia is at a level of 81% and the numbers are rising. It can be said, that the great majority of the population has a mobile phone and carries it with them most of the time. Because of this fact the independency of time and space for learning is fulfilled to nearly a hundred percent. As a consequence the main advantage of mobile learning is learning wherever and whenever you want to learn. You can use idle periods for learning. For example: The times while you are traveling, while you are waiting for the bus or while you are waiting at the restaurant or at the trainstation. Nearly every unused and wasted time can now be used for efficient and effective learning. Therefore mobile learning will be an important instrument for lifelong learning, because it will help us to use our time more efficiently

    Experimental Object-Oriented Modelling

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    This thesis examines object-oriented modelling in experimental system development. Object-oriented modelling aims at representing concepts and phenomena of a problem domain in terms of classes and objects. Experimental system development seeks active experimentation in a system development project through, e.g., technical prototyping and active user involvement. We introduce and examine "experimental object-oriented modelling" as the intersection of these practices

    Practical Strategies for Integrating a Conversation Analyst in an Iterative Design Process

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    We present a case study of an iterative design process that includes a conversation analyst. We discuss potential benefits of conversation analysis for design, and we describe our strategies for integrating the conversation analyst in the design process. Since the analyst on our team had no previous exposure to design or engineering, and none of the other members of our team had any experience with conversation analysis, we needed to build a foundation for our interaction. One of our key strategies was to pair the conversation analyst with a designer in a highly interactive collaboration. Our tactics have been effective on our project, leading to valuable results that we believe we could not have obtained using another method. We hope that this paper can serve as a practical guide to those interested in establishing a productive and efficient working relationship between a conversation analyst and the other members of a design team.Comment: 11 page

    Evaluating Local First Page University Site Using 'U' Tool

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    Making a web site usable is necessary for a web-page to be successful and for users to be satisfied. Therefore, developing sites that are responsive to user needs is critical for all site designers and managers. With the increasing growth of e-learning and emphasis on higher education in our country, a good and usable university web sites are required for this demand. This project will focus at evaluating the usability characteristics of every first page of our local universities. The concentration of this project is to identify the proposed metrics and develop a prototype considering only the automated usability characteristics based on the ISO 9126 standard. Therefore, a prototype of 'U' tool is developed to serve this purpos

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    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
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