56 research outputs found

    Community-Contributed Media Collections: Knowledge at Our Fingertips

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    Abstract The widespread popularity of the Web has supported collaborative efforts to build large collections of community-contributed media. For example, social video-sharing communities like YouTube are incorporating ever-increasing amounts of user-contributed media, or photo-sharing communities like Flickr are managing a huge photographic database at a large scale. The variegated abundance of multimodal, user-generated material opens new and exciting research perspectives and contextually introduces novel challenges. This chapter reviews different collections of user-contributed media, such as YouTube, Flickr, and Wikipedia, by presenting the main features of their online social networking sites. Different research efforts related to community-contributed media collections are presented and discussed. The works described in this chapter aim to (a) improve the automatic understanding of this multimedia data and (b) enhance the document classification task and the user searching activity on media collections

    DESIGNING A TAXONOMY FOR VIRTUAL MUSEUMS FOR THE USE OF AVICOM PROFESSIONALS

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    Full version unavailable due to 3rd party copyright restrictions.This thesis aims to go beyond the concept of so called ‘virtual museums’. In this work I will attempt to trace a new definition of the term ‘virtual museum’ providing the concept with renewed dignity, comparable to ICOM’S definitions of museums and other existing definitions of the concept. To do so the main part of this thesis is about creating a meta­model of taxonomy capable of including all the experimentations that have taken place in the field of ‘virtual museums’ in the last 20 years. In this direction I have investigated the concept of the museum as a medium as described by McLuhan and other thinkers, both within and outside the field of museology. The discovery of an unabridged work by McLuhan on technology in museums endorses, and opens a discussion on how technology is intended to be used for the communication of heritage. Another aim of this thesis is to investigate how museum professionals can deal with the new role of Information Technology in communicating heritage. In this thesis I intend to respond to the need of museum professionals both inside and outside ICOM for definitions and clearer understanding concerning the following questions ‘What is a virtual museum? Can it be comparable with a ‘real’ museum? What different kinds of virtual museums can be discerned in past experimentations? Can they be included in a taxonomy? How does this change the day to day work of museum professionals in accordance with the new technological potential for the communication of heritage

    Science center to go: a mixed reality learning environment of miniature exhibits

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    Modern science museums deliver exhibits that involve visitors in sessions of active playful learning. Mixed Reality may additionally be used as a catalyst for science centre exhibits to provide new perspectives and reveal otherwise hidden phenomena. Such sophisticated exhibits might well be qualified for improved learning at school – except they are hardly available outside of science centres. Our approach addresses this challenge by bringing miniaturized Augmented Reality exhibits out of the science centre into schools. The presented miniature exhibits uncouple science centre exhibits from their traditional venue and deliver natural ways of learning whenever and wherever it is desired. Therefore a set of miniature exhibits has been designed with the ambitious goal to meet the requirements of nowadays school curriculums. In this paper a science centre in a suitcase will be presented and discussed offering tailor-made learning experiences augmented through normal computers

    Proceedings of the First Karlsruhe Service Summit Workshop - Advances in Service Research, Karlsruhe, Germany, February 2015 (KIT Scientific Reports ; 7692)

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    Since April 2008 KSRI fosters interdisciplinary research in order to support and advance the progress in the service domain. KSRI brings together academia and industry while serving as a European research hub with respect to service science. For KSS2015 Research Workshop, we invited submissions of theoretical and empirical research dealing with the relevant topics in the context of services including energy, mobility, health care, social collaboration, and web technologies

    Polyglot software development

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    The languages we choose to design solutions influence the way we think about the problem, the words we use in discussing it with colleagues, the processes we adopt in developing the software which should solve that problem. Therefore we should strive to use the best language possible for depicting each facet of the system. To do that we have to solve two challenges: i) first of all to understand merits and issues brought by the languages we could adopt and their long reaching effects on the organizations, ii) combine them wisely, trying to reduce the overhead due to their assembling. In the first part of this dissertation we study the adoption of modeling and domain specific languages. On the basis of an industrial survey we individuate a list of benefits attainable through these languages, how frequently they can be reached and which techniques permit to improve the chances to obtain a particular benefit. In the same way we study also the common problems which either prevent or hinder the adoption of these languages. We then analyze the processes through which these languages are employed, studying the relative frequency of the usage of the different techniques and the factors influencing it. Finally we present two case-studies performed in a small and in a very large company, with the intent of presenting the peculiarities of the adoption in different contexts. As consequence of adopting specialized languages, many of them have to be employed to represent the complete solution. Therefore in the second part of the thesis we focus on the integration of these languages. Being this topic really new we performed preliminary studies to first understand the phenomenon, studying the different ways through which languages interact and their effects on defectivity. Later we present some prototypal solutions for i) the automatic spotting of cross-language relations, ii) the design of language integration tool support in language workbenches through the exploitation of common meta-metamodeling. This thesis wants to offer a contribution towards the productive adoption of multiple, specific languages in the same software development project, hence polyglot software development. From this approach we should be able to reduce the complexity due to misrepresentation of solutions, offer a better facilities to think about problems and, finally to be able to solve more difficult problems with our limited brain resources. Our results consists in a better understanding of MDD and DSLs adoption in companies. From that we can derive guidelines for practitioners, lesson learned for deploying in companies, depending on the size of the company, and implications for other actors involved in the process: company management and universities. Regarding cross-language relations our contribution is an initial definition of the problem, supported by some empirical evidence to sustain its importance. The solutions we propose are not yet mature but we believe that from them future work can stem

    3D Information Technologies in Cultural Heritage Preservation and Popularisation

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    This Special Issue of the journal Applied Sciences presents recent advances and developments in the use of digital 3D technologies to protect and preserve cultural heritage. While most of the articles focus on aspects of 3D scanning, modeling, and presenting in VR of cultural heritage objects from buildings to small artifacts and clothing, part of the issue is devoted to 3D sound utilization in the cultural heritage field

    Cultural impacts on web: An empirical comparison of interactivity in websites of South Korea and the United Kingdom

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    This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel UniversityThis thesis explores cultural differences on interactive design features used in websites of South Korea and the United Kingdom from the perspective of both: professional website designers and end-users. It also investigates how the use of interactive design features from different cultures change over time. Four interaction types on websites; User to Interface (U2I), User to Content (U2C), User to Provider (U2P), and User to User (U2U) interactivity, and three interaction types on blogs; Blogger to Interface (B2I), Blogger to Content (B2C) and Blogger to Blogger (B2B) interactivity have been identified. Four cultural dimensions were used for the theoretical base of this study based on which four hypotheses were proposed in relation to the interaction types identified above; (a) High versus Low Context cultures for U2I, (b) High versus Low Uncertainty Avoidance for U2C, (c) High versus Low Power Distance for U2P and (d) Individualism versus Collectivism for U2U interactivity, in order to discover the effects of national cultures on interactivity in websites. We derived our own interactivity dimensions and mapped them to the four interaction types for websites and three for blogs. Interactive design features were derived from interactivity dimensions and examined in our studies. The findings revealed that there have been some changes towards homogeneity in the use of interactive design features on charity websites between South Korea and United Kingdom although there is still evidence of some cultural differences. With regard to end-users’ perspective, the result show that the use of interactive design features of blogs may be influenced by culture but this is only within a certain context. The findings also provide a valuable indication that users interacting within the same blog service can be considered as being shared concerns rather than shared national location, thus create a particular type of community in which bloggers are affected by social influence so they adopt a shared set of value, preferences and style that would indicate almost a common social culture. As a result, the cultural differences derived from their country of origin do not have that much impact

    AIUCD2018 - Book of Abstracts

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    Questo volume raccoglie gli abstract dei paper presentati al Settimo Convegno Annuale AIUCD 2018 (Bari, 31 gennaio – 2 febbraio 2018) dal titolo "Patrimoni culturali nell’era digitale. Memorie, culture umanistiche e tecnologia" (Cultural Heritage in the Digital Age. Memory, Humanities and Technologies). Gli abstract pubblicati in questo volume hanno ottenuto il parere favorevole da parte di valutatori esperti della materia, attraverso un processo di revisione anonima mediante double-blind peer review sotto la responsabilità del Comitato Scientifico di AIUCD. Il programma della conferenza AIUCD 2018 è disponibile online all'indirizzo http://www.aiucd2018.uniba.it/
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