30,864 research outputs found

    Research Objects: Towards Exchange and Reuse of Digital Knowledge

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    What will researchers be publishing in the future? Whilst there is little question that the Web will be the publication platform, as scholars move away from paper towards digital content, there is a need for mechanisms that support the production of self-contained units of knowledge and facilitate the publication, sharing and reuse of such entities.

 In this paper we discuss the notion of _research objects_, semantically rich aggregations of resources, that can possess some scientific intent or support some research objective. We present a number of principles that we expect such objects and their associated services to follow

    Engineering Agent Systems for Decision Support

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    This paper discusses how agent technology can be applied to the design of advanced Information Systems for Decision Support. In particular, it describes the different steps and models that are necessary to engineer Decision Support Systems based on a multiagent architecture. The approach is illustrated by a case study in the traffic management domain

    First make something – principled, creative design as a tool for multi-disciplinary research in clinical engineering

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    Design provides a set of tools for exploring our world and these can give very different insights from the tools of the natural scientist or social scientist. The Art and Design Research Centre at Sheffield Hallam University is developing the use of creative practice at the centre of multi-disciplinary research and has demonstrated that this approach can bring significant results in areas of research which are more usually thought of thought of as science or engineering. This paper describes a 3-year project which has provided completely new ideas for the design of artificial limbs based on close analogies with human anatomy. The project was intended to look at very long-term developments but has also resulted in ideas for today's products and has changed the thinking of both clinicians and manufacturers. Investigative methods included iterative cycles of creative development and reflection; work with users including the production of video material to stimulate their thinking beyond the state of the art; and both qualitative and quantitative evaluation of design outcomes with scientific and clinical specialists.</p

    Visual representation of concepts : exploring users’ and designers’ concepts of everyday products

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    To address the question on how to enhance the design of user-artefact interaction at the initial stages of the design process, this study focuses on exploring the differences between designers and users in regard to their concepts of an artefact usage. It also considers that human experience determines people’s knowledge and concepts of the artefacts they interact with, and broadens or limits their concept of context of use. In this exploratory study visual representation of concepts is used to elicit information from designers and users, and to explore how these concepts are influenced by their individual experience. Observation, concurrent verbal and retrospective protocols and thematic interviews are employed to access more in depth information about users’ and designers’ concepts. The experiment was conducted with designers and users who were asked about their concepts of an everyday product. Three types of data were produced in each session: sketches, transcriptions from retrospectives verbal reports and observations. Through an iterative process, references about context, use and experience were identified in the data collected; this led to the definition of a coding system of categories that was applied for the interpretation of visuals and texts. The methodology was tested through preliminary studies. Their initial outcomes indicate that the main differences between designers’ and users’ concepts come from their knowledge domain, while main similarities are related to human experience as source that drives concept formulation. Cultural background has been found to influence concepts about product usability and its context of use. The use of visual representation of concepts with retrospective reports and interviews allowed access to insightful information on how human experience influence people’s knowledge about product usability and its context of use. It is expected that this knowledge contributes to the enhancement of the design of product usability

    Negative Results in Computer Vision: A Perspective

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    A negative result is when the outcome of an experiment or a model is not what is expected or when a hypothesis does not hold. Despite being often overlooked in the scientific community, negative results are results and they carry value. While this topic has been extensively discussed in other fields such as social sciences and biosciences, less attention has been paid to it in the computer vision community. The unique characteristics of computer vision, particularly its experimental aspect, call for a special treatment of this matter. In this paper, I will address what makes negative results important, how they should be disseminated and incentivized, and what lessons can be learned from cognitive vision research in this regard. Further, I will discuss issues such as computer vision and human vision interaction, experimental design and statistical hypothesis testing, explanatory versus predictive modeling, performance evaluation, model comparison, as well as computer vision research culture

    Experimental making in multi-disciplinary research

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    For the past 3 years, Graham Whiteley has been using making in a project to develop a mechanical analogy for the human skeletal arm to inform the future development of prostheses and other artefacts. Other aspects of the work such as use of drawings and the use of a principled approach in the absence of concrete design goals have been documented elsewhere, this paper concentrates on the central role of making in the process. The paper will discuss the role of making in multi-disciplinary research; craft skills and resources appropriate to each stage of a practice centred research project in this area; the use of models in an iterative experimental investigation and the value of models in eliciting knowledge from a broad community of interested parties and experts.</p

    From motor babbling to hierarchical learning by imitation: a robot developmental pathway

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    How does an individual use the knowledge acquired through self exploration as a manipulable model through which to understand others and benefit from their knowledge? How can developmental and social learning be combined for their mutual benefit? In this paper we review a hierarchical architecture (HAMMER) which allows a principled way for combining knowledge through exploration and knowledge from others, through the creation and use of multiple inverse and forward models. We describe how Bayesian Belief Networks can be used to learn the association between a robot’s motor commands and sensory consequences (forward models), and how the inverse association can be used for imitation. Inverse models created through self exploration, as well as those from observing others can coexist and compete in a principled unified framework, that utilises the simulation theory of mind approach to mentally rehearse and understand the actions of others

    Research Objects: Towards Exchange and Reuse of Digital Knowledge

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    What will researchers be publishing in the future? Whilst there is little question that the Web will be the publication platform, as scholars move away from paper towards digital content, there is a need for mechanisms that support the production of self-contained units of knowledge and facilitate the publication, sharing and reuse of such entities. In this paper we discuss the notion of research objects, semantically rich aggregations of resources, that possess some scientifi?c intent or support some research objective. We present a number of principles that we expect such objects and their associated services to follow
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