3,161 research outputs found

    Metadata and ontologies for organizing students’ memories and learning: standards and convergence models for context awareness

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    Este artículo trata de las ontologías que sirven para la comprensión en contexto y la Gestión de la Información Personal (PIM)y su aplicabilidad al proyecto Memex Metadata(M2). M2 es un proyecto de investigación de la Universidad de Carolina del Norte en Chapel Hill para mejorar la memoria digital de los alumnos utilizando tablet PC, la tecnología SenseCam de Microsoft y otras tecnologías móviles(p.ej. un dispositivo de GPS) para capturar el contexto del aprendizaje. Este artículo presenta el proyecto M2, dicute el concepto de los portafolios digitales en las actuales tendencias educativas, relacionándolos con las tecnologías emergentes, revisa las ontologías relevantes y su relación con el proyecto CAF (Context Awareness Framework), y concluye identificando las líneas de investigación futuras.This paper focuses on ontologies supporting context awareness and Personal Information Management (PIM) and their applicability in Memex Metadata (M2) project. M2 is a research project of the University of North Carolina at Chapel Hill to improve student digital memories using the tablet PC, Microsoft’s SenseCam technology, and other mobile technologies (e.g., a GPS device) to capture context. The M2 project offers new opportunities studying students’ learning with digital technologies. This paper introduces the M2 project; discusses E-portfolios and current educational trends related to pervasive computing; reviews relevant ontologies and their relationship to the projects’ CAF (context awareness framework), and concludes by identifying future research directions

    Assembling and enriching digital library collections

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    People who create digital libraries need to gather together the raw material, add metadata as necessary, and design and build new collections. This paper sets out the requirements for these tasks and describes a new tool that supports them interactively, making it easy for users to create their own collections from electronic files of all types. The process involves selecting documents for inclusion, coming up with a suitable metadata set, assigning metadata to each document or group of documents, designing the form of the collection in terms of document formats, searchable indexes, and browsing facilities, building the necessary indexes and data structures, and putting the collection in place for others to use. Moreover, different situations require different workflows, and the system must be flexible enough to cope with these demands. Although the tool is specific to the Greenstone digital library software, the underlying ideas should prove useful in more general contexts

    A story environment for learning object annotation and collection : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University, Palmerston North, New Zealand

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    With the increase in computer power, network bandwidth and availability, e-learning is used more and more widely. In practice e-learning can be applied in a variety of ways, such as providing electronic resources to support teaching and learning, developing computer based tutoring programs or building computer supported collaborative learning environments. Nowadays e-learning becomes significantly important because it can improve the quality of learning through using interactive computers, online communications and information systems in ways that other teaching methods cannot achieve. The important advantage of e-learning is that it offers learners a large amount of sharable and reusable learning resources. The current approaches such as Internet search and learning object repository does not effectively help users to search for appropriate learning objects. The original story concept introduces a new semantic layer between collections of learning objects and learning material. The basic idea of the story concept is to add an interpretative, semantically rich layer, informally called 'Story' between learning objects and learning material that links learning objects according to specific themes and subjects (Heinrich & Andres, 2003a). One motivation behind this approach is to put a more focused, semantic layer on top of untargeted metadata that are commonly used to describe a single learning object. Speaking from an e-learning context the stories build on learning objects and become information resources for learning material. The overall aim of this project was to design and build a story environment to realize the above story concept. The development of the story environment includes story metadata, story environment components, the story browsing and authoring processes, and tools involved in story browsing and authoring. The story concept suggests different types of metadata should be used in a story. This project developed those different metadata specifications to support story environment. Two prototypes of tools have been designed and implemented in this project to allow users to evaluate the story concept and story environment. The story browser helps story readers to read the story narrative and look at a story from different perspectives. The story authoring tool is used by the story authors to author a story. The future work of this project has been identified in the area of adding features of current tools, user testing and further implementation of the story environment

    Exploring the usage of a video application tool: Experiences in film studies

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    This paper explores our experiences in deploying a video application tool in film studies, and its evaluation in terms of realistic contextual end-users who have real tasks to perform in a real environment. We demonstrate our experiences and core lesson learnt in deploying our novel movie browser application with undergraduate and graduate students completing a Film Studies course in Dublin City University over a semester. We developed a system called MOVIEBROWSER2 that has two types of browsing modes: Advanced and Basic. In general, students found that the features we provided were beneficial for their studies. Some issues or mismatches arose during the trial. A ‘wish-list’ was drawn up that might be useful for the future system developer. The contribution and achievements reported in this article are on the demonstration and exploration of how advances in technology can be deployed, and media can be accessed in the context of a real user community. Exploring the usage indicates a positive acceptance among students, besides lessons learned that are important for further investigation

    Recent Developments in Cultural Heritage Image Databases: Directions for User-Centered Design

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    Quality interoperability within digital libraries: the DL.org perspective

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    Quality is the most dynamic aspect of DLs, and becomes even more complex with respect to interoperability. This paper formalizes the research motivations and hypotheses on quality interoperability conducted by the Quality Working Group within the EU-funded project DL.org (<a href="http://www.dlorg.eu">http://www.dlorg.eu/</a>). After providing a multi-level interoperability framework – adopted by DL.org - the authors illustrate key-research points and approaches on the way to the interoperability of DLs quality, grounding them in the DELOS Reference Model. By applying the DELOS Reference Model Quality Concept Map to their interoperability motivating scenario, the authors subsequently present the two main research outcomes of their investigation - the Quality Core Model and the Quality Interoperability Survey

    SLIS Student Research Journal, Vol. 6, Iss. 1

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    Knowledge organization

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    Since Svenonius analyzed the research base in bibliographic control in 1990, the intervening years have seen major shifts in the focus of information organization in academic libraries. New technologies continue to reshape the nature and content of catalogs, stretch the boundaries of classification research, and provide new alternatives for the organization of information. Research studies have rigorously analyzed the structure of the Anglo- American Cataloguing Rules using entity-relationship modeling and expanded on the bibliographic and authority relationship research to develop new data models (Functional Requirements for Bibliographic Records [FRBR] and Functional Requirements and Numbering of Authority Records [FRANAR]). Applied research into the information organization process has led to the development of cataloguing tools and harvesting ap- plications for bibliographic data collection and automatic record creation. A growing international perspective focused research on multilingual subject access, transliteration problems in surrogate records, and user studies to improve Online Public Access Catalog (OPAC) displays for large retrieval sets resulting from federated searches. The need to organize local and remote electronic resources led to metadata research that developed general and domain-specific metadata schemes. Ongoing research in this area focuses on record structures and architectural models to enable interoperability among the various schemes and differing application platforms. Research in the area of subject access and classification is strong, covering areas such as vocabulary mapping, automatic facet construction and deconstruction for Web resources, development of expert systems for automatic classifica- tion, dynamically altered classificatory structures linked to domain-specific thesauri, crosscultural conceptual structures in classification, identification of semantic relationships for vocabulary mapped to classification systems, and the expanded use of traditional classification systems as switching languages in the global Web environment. Finally, descriptive research into library and information science (LIS) education and curricula for knowl- edge organization continues. All of this research is applicable to knowledge organization in academic and research libraries. This chapter examines this body of research in depth, describes the research methodologies employed, and identifies areas of lacunae in need of further research

    Ensuring the discoverability of digital images for social work education : an online tagging survey to test controlled vocabularies

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    The digital age has transformed access to all kinds of educational content not only in text-based format but also digital images and other media. As learning technologists and librarians begin to organise these new media into digital collections for educational purposes, older problems associated with cataloguing and classifying non-text media have re-emerged. At the heart of this issue is the problem of describing complex and highly subjective images in a reliable and consistent manner. This paper reports on the findings of research designed to test the suitability of two controlled vocabularies to index and thereby improve the discoverability of images stored in the Learning Exchange, a repository for social work education and research. An online survey asked respondents to "tag", a series of images and responses were mapped against the two controlled vocabularies. Findings showed that a large proportion of user generated tags could be mapped to the controlled vocabulary terms (or their equivalents). The implications of these findings for indexing and discovering content are discussed in the context of a wider review of the literature on "folksonomies" (or user tagging) versus taxonomies and controlled vocabularies

    Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum

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    As interest in video games increases, so does the need for intelligent access to them. However, traditional organizational systems and standards fall short. In order to fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadata schema for video games. In the paper, we describe how the schema was established from a user-centered design approach and introduce the core elements from our schema. We also discuss the challenges we encountered as we were conducting a domain analysis and cataloging real-world examples of video games. Inconsistent, vague, and subjective sources of information for title, genre, release date, feature, region, language, developer and publisher information confirm the importance of developing a standardized description model for video games
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