27,914 research outputs found

    Towards a Process Model for Computer-Supported Collaborative Morphological Analysis

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    Morphological analysis (MA) is a method to analyze and design complex systems. MA fosters generation of a large number of solution/system design alternatives, yet it requires a considerable amount of manual effort. Therefore, a number of software tools have been developed to automate the construction of consistent design alternatives and support the exploration of the derived design space. However, available tools lack support for collaboration. This inhibits extended use of MA software in practice since system analysis and design tasks are typically conducted by teams. The purpose of this paper is to enhance the classical MA process model by collaboration support. We review seminal psychological research to guide our process design. We propose a collaborative process model that seeks to increase creativity and prevent psychological phenomena which might impair group performance. The revised process model serves as a basis for collaborative MA software implementations

    Simple identification tools in FishBase

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    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

    Digital information support for concept design

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    This paper outlines the issues in effective utilisation of digital resources in conceptual design. Access to appropriate information acts as stimuli and can lead to better substantiated concepts. This paper addresses the issues of presenting such information in a digital form for effective use, exploring digital libraries and groupware as relevant literature areas, and argues that improved integration of these two technologies is necessary to better support the concept generation task. The development of the LauLima learning environment and digital library is consequently outlined. Despite its attempts to integrate the designers' working space and digital resources, continuing issues in library utilisation and migration of information to design concepts are highlighted through a class study. In light of this, new models of interaction to increase information use are explored

    The Palaeographical Method under the Light of a Digital Approach

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    This paper has the twofold aim of reflecting upon a humanities computing approach to palaeography, and of making such reflections - together with its related experimental results - fruitful at the implementation level. Firstly, the paper explores the methodological issues related to the use of a digital tool to support the palaeographical analysis of medieval handwriting. It claims that humanities computing methods can assist in making explicit those processes of the palaeographical research that encompass detailed analyses, in particular of the handwriting and, more generally, of other idiosyncratic features of written cultural artefacts. Thus, palaeographical tools are to be contextualised and used within a broader methodological framework where their role is to mediate the vision, the comparison, the representation, the analysis and the interpretation of these objects. Secondly, the paper attempts to evaluate the experimentations carried out with a specific software and, in so doing, to test a humanities computing approach to palaeography at a practical level, so as to direct future implementations. Some of these implementations have already been carried out by the current developers of the application in question with whom the author collaborates closely, while others are still in progress and in need of future iterative refinements

    Software Infrastructure for Natural Language Processing

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    We classify and review current approaches to software infrastructure for research, development and delivery of NLP systems. The task is motivated by a discussion of current trends in the field of NLP and Language Engineering. We describe a system called GATE (a General Architecture for Text Engineering) that provides a software infrastructure on top of which heterogeneous NLP processing modules may be evaluated and refined individually, or may be combined into larger application systems. GATE aims to support both researchers and developers working on component technologies (e.g. parsing, tagging, morphological analysis) and those working on developing end-user applications (e.g. information extraction, text summarisation, document generation, machine translation, and second language learning). GATE promotes reuse of component technology, permits specialisation and collaboration in large-scale projects, and allows for the comparison and evaluation of alternative technologies. The first release of GATE is now available - see http://www.dcs.shef.ac.uk/research/groups/nlp/gate/Comment: LaTeX, uses aclap.sty, 8 page

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    The role of earth observation in an integrated deprived area mapping “system” for low-to-middle income countries

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    Urbanization in the global South has been accompanied by the proliferation of vast informal and marginalized urban areas that lack access to essential services and infrastructure. UN-Habitat estimates that close to a billion people currently live in these deprived and informal urban settlements, generally grouped under the term of urban slums. Two major knowledge gaps undermine the efforts to monitor progress towards the corresponding sustainable development goal (i.e., SDG 11—Sustainable Cities and Communities). First, the data available for cities worldwide is patchy and insufficient to differentiate between the diversity of urban areas with respect to their access to essential services and their specific infrastructure needs. Second, existing approaches used to map deprived areas (i.e., aggregated household data, Earth observation (EO), and community-driven data collection) are mostly siloed, and, individually, they often lack transferability and scalability and fail to include the opinions of different interest groups. In particular, EO-based-deprived area mapping approaches are mostly top-down, with very little attention given to ground information and interaction with urban communities and stakeholders. Existing top-down methods should be complemented with bottom-up approaches to produce routinely updated, accurate, and timely deprived area maps. In this review, we first assess the strengths and limitations of existing deprived area mapping methods. We then propose an Integrated Deprived Area Mapping System (IDeAMapS) framework that leverages the strengths of EO- and community-based approaches. The proposed framework offers a way forward to map deprived areas globally, routinely, and with maximum accuracy to support SDG 11 monitoring and the needs of different interest groups
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