1,366 research outputs found

    Searching Data: A Review of Observational Data Retrieval Practices in Selected Disciplines

    Get PDF
    A cross-disciplinary examination of the user behaviours involved in seeking and evaluating data is surprisingly absent from the research data discussion. This review explores the data retrieval literature to identify commonalities in how users search for and evaluate observational research data. Two analytical frameworks rooted in information retrieval and science technology studies are used to identify key similarities in practices as a first step toward developing a model describing data retrieval

    EduVentures WebExpedition

    Get PDF
    This project, sponsored by EduVentures and the National Museum of Namibia, sought to increase Namibian secondary students\u27 awareness of biodiversity by creating and deploying a computer game called WebExpedition. We received input from teachers and students to optimize the game\u27s usefulness and effectiveness, and performed trial runs with Namibian students. The game teaches students about scientific classification of organisms, and allows students to connect animals and plants to their habitats in Namibia

    Virtual museum in teaching subjects in the culture area

    Get PDF
    The article presents the concept of a virtual museum. The data model and the main data entities of such a museum as well as its content management system are described. Splitting entities into subtypes using the polymorphism of classes allows us to adjust the model to a specific museum/subject area. The model comprises several groups of classes implementing different parts of the information resource. Each group is formed around some basic entity corresponding to some important type of museum information objects. The authors demonstrate a use of this methodology for implementing the electronic study guide, History of Western European Culture of the 20th Century, developed as a course support for the graduate level students at Novosibirsk State University. It supports multiple educational trajectories and levels of complexity. Professors may use it during lectures as well as the students for independent study; the best results are achieved when independent work with the resource is combined with its usage during the lectures.Straipsnyje pateikiama virtualaus kultūros muziejaus samprata. Aprašoma tokio pobūdžio muziejaus duomenų modelis, jo dalys bei turinio valdymo sistema. Skirstydami duomenų dalis į potipius ir pasitelkdami klasių polimorfizmą, galime pritaikyti modelį tinkamai muziejaus/dalyko sričiai. Modelis susideda iš kelių klasių grupių, apimančių skirtingus informacinius šaltinius. Kiekviena grupė formuojama apie bazinę dalį, atitinkančią muziejaus teikiamos informacijos apie objektus tipą. Autoriai pademonstruoja, kaip taikant šią metodologiją diegiama elektroninė rodyklė temai „XX a. Vakarų Europos kultūros istorija“, sudarytai kaip papildoma priemonė Novosibirsko valstybinio universiteto antrojo studijų ciklo studentams. Programa leidžia plėtoti įvairias edukacines trajektorijas ir rinktis skirtingo sudėtingumo lygmenis. Dėstytojai gali naudoti šią programą per paskaitas arba rekomenduoti ją studentams savarankiškam mokymuisi. Geriausi rezultatai pasiekiami, kai savarankiškas darbas su šaltiniais yra derinamas su šio įrankio naudojimu paskaitų metu

    Formation and Development of Cultural Competence by Increasing Access to Material Forms of Historical and Art-History Heritage

    Get PDF
    The formation of the practical competence of the cultural cycle is determined, first of all, by the formation of access to the fund of material and non-material forms of art, which makes it possible to expand the possibilities of an individual to increase his cultural level. The relevance of the study is determined primarily by the fact that each individual must not only carry out his practical activities but also form an understanding of the meaning of cultural studies in his mind. In this regard, and in the context of overcoming crisis phenomena in the economy, turning to non-material forms becomes a priority task for bearers. The novelty of the research is determined by the possibilities of increasing access to cultural products, while the importance of access is determined not only by high culture. The authors show that the ability to access forms of mass culture also matters. It is shown that one of the possibilities of access to popular culture is to increase the level of distribution of library access. Using the example of countries that declare their commitment to raising the cultural level of the population, the necessity for the development of digital educational resources is shown. The practical significance of the study is determined by the possibilities of widely involving the population in the processes of digitalisation of information carriers about art and, on the basis of this, about the formation of general cultural competence in society as a whole

    3D Recording and Interpretation for Maritime Archaeology

    Get PDF
    This open access peer-reviewed volume was inspired by the UNESCO UNITWIN Network for Underwater Archaeology International Workshop held at Flinders University, Adelaide, Australia in November 2016. Content is based on, but not limited to, the work presented at the workshop which was dedicated to 3D recording and interpretation for maritime archaeology. The volume consists of contributions from leading international experts as well as up-and-coming early career researchers from around the globe. The content of the book includes recording and analysis of maritime archaeology through emerging technologies, including both practical and theoretical contributions. Topics include photogrammetric recording, laser scanning, marine geophysical 3D survey techniques, virtual reality, 3D modelling and reconstruction, data integration and Geographic Information Systems. The principal incentive for this publication is the ongoing rapid shift in the methodologies of maritime archaeology within recent years and a marked increase in the use of 3D and digital approaches. This convergence of digital technologies such as underwater photography and photogrammetry, 3D sonar, 3D virtual reality, and 3D printing has highlighted a pressing need for these new methodologies to be considered together, both in terms of defining the state-of-the-art and for consideration of future directions. As a scholarly publication, the audience for the book includes students and researchers, as well as professionals working in various aspects of archaeology, heritage management, education, museums, and public policy. It will be of special interest to those working in the field of coastal cultural resource management and underwater archaeology but will also be of broader interest to anyone interested in archaeology and to those in other disciplines who are now engaging with 3D recording and visualization

    Toward a linguistically grounded dialog model for chatbot design

    Get PDF
    The increasing interest in various types of conversational interfaces has been supported by a progressive standardization of the technological frameworks used to build them. However, the landscape of available methodological frameworks for designing conversations is much more fragmented. We propose a highly generalizable methodology for designing conversational flows rooted in a functionalist-pragmatics perspective, with an explicit adherence to a conversationalist approach. In parallel, we elaborate a practical-procedural workflow for undertaking chatbots projects in which we situate the theoretical starting point. At last, we elaborate a general case- study on which we transpose the identified approach in Italian language and using one of the most authoritative NLU platforms

    Digital business models in cultural tourism

    Get PDF
    Purpose Digitalization had a relevant impact on the cultural tourism sector, both demand and supply. If, on the one hand, advances in digital technologies provided tourists with new mobile services able to amplify the cultural experience, on the other hand, they catalyzed the development of new business models by digital enterprises. This paper has a twofold purpose: to detect business models and key characteristics of mobile apps for cultural tourism and to analyze the offering of app-based services in this sector. Design/methodology/approach The authors defined a methodology to identify, characterize and analyze a particular category of digital products for cultural tourism: app-based services. They are studied in terms of value creation, proposition and capture with the aim to identify the distinctive features of business models. As a result, the authors identified a classification framework on three main dimensions, namely "how to exploit mobile app features to create value for cultural tourists" (value creation), "which valuable services are delivered to cultural tourists" (value proposition) and "how companies are rewarded for the value they offered" (value capture). The authors apply the framework to perform a situation analysis of app-based services in the cultural tourism market. Findings The analysis highlights that digital enterprises offering app-based services do not fully exploit advances in technologies about users' value requirements. Hence, the results of our work suggest some directions that digital enterprises may follow to better exploit mobile app technology. Originality/value To date, little research has been devoted to investigating cultural tourism business models involving the exploitation of mobile app-based services. This research provides a useful framework to analyze fundamental aspects of business models in this sector. Such a framework represents a practical tool that provides fruitful insights for the design of a new generation of app-based services within the so-called "Internet of things" domain

    European Arctic Initiatives Compendium

    Get PDF
    Julkaistu versi
    corecore