119,921 research outputs found

    An Investigation on Text-Based Cross-Language Picture Retrieval Effectiveness through the Analysis of User Queries

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    Purpose: This paper describes a study of the queries generated from a user experiment for cross-language information retrieval (CLIR) from a historic image archive. Italian speaking users generated 618 queries for a set of known-item search tasks. The queries generated by user’s interaction with the system have been analysed and the results used to suggest recommendations for the future development of cross-language retrieval systems for digital image libraries. Methodology: A controlled lab-based user study was carried out using a prototype Italian-English image retrieval system. Participants were asked to carry out searches for 16 images provided to them, a known-item search task. User’s interactions with the system were recorded and queries were analysed manually quantitatively and qualitatively. Findings: Results highlight the diversity in requests for similar visual content and the weaknesses of Machine Translation for query translation. Through the manual translation of queries we show the benefits of using high-quality translation resources. The results show the individual characteristics of user’s whilst performing known-item searches and the overlap obtained between query terms and structured image captions, highlighting the use of user’s search terms for objects within the foreground of an image. Limitations and Implications: This research looks in-depth into one case of interaction and one image repository. Despite this limitation, the discussed results are likely to be valid across other languages and image repository. Value: The growing quantity of digital visual material in digital libraries offers the potential to apply techniques from CLIR to provide cross-language information access services. However, to develop effective systems requires studying user’s search behaviours, particularly in digital image libraries. The value of this paper is in the provision of empirical evidence to support recommendations for effective cross-language image retrieval system design.</p

    Three Dimensional Software Modelling

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    Traditionally, diagrams used in software systems modelling have been two dimensional (2D). This is probably because graphical notations, such as those used in object-oriented and structured systems modelling, draw upon the topological graph metaphor, which, at its basic form, receives little benefit from three dimensional (3D) rendering. This paper presents a series of 3D graphical notations demonstrating effective use of the third dimension in modelling. This is done by e.g., connecting several graphs together, or in using the Z co-ordinate to show special kinds of edges. Each notation combines several familiar 2D diagrams, which can be reproduced from 2D projections of the 3D model. 3D models are useful even in the absence of a powerful graphical workstation: even 2D stereoscopic projections can expose more information than a plain planar diagram

    Modeling views in the layered view model for XML using UML

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    In data engineering, view formalisms are used to provide flexibility to users and user applications by allowing them to extract and elaborate data from the stored data sources. Conversely, since the introduction of Extensible Markup Language (XML), it is fast emerging as the dominant standard for storing, describing, and interchanging data among various web and heterogeneous data sources. In combination with XML Schema, XML provides rich facilities for defining and constraining user-defined data semantics and properties, a feature that is unique to XML. In this context, it is interesting to investigate traditional database features, such as view models and view design techniques for XML. However, traditional view formalisms are strongly coupled to the data language and its syntax, thus it proves to be a difficult task to support views in the case of semi-structured data models. Therefore, in this paper we propose a Layered View Model (LVM) for XML with conceptual and schemata extensions. Here our work is three-fold; first we propose an approach to separate the implementation and conceptual aspects of the views that provides a clear separation of concerns, thus, allowing analysis and design of views to be separated from their implementation. Secondly, we define representations to express and construct these views at the conceptual level. Thirdly, we define a view transformation methodology for XML views in the LVM, which carries out automated transformation to a view schema and a view query expression in an appropriate query language. Also, to validate and apply the LVM concepts, methods and transformations developed, we propose a view-driven application development framework with the flexibility to develop web and database applications for XML, at varying levels of abstraction

    Persuasive Technology for Learning in Business Context

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    "Persuasive Design is a relatively new concept which employs general principles of persuasion that can be implemented in persuasive technology. This concept has been introduced by BJ Fogg in 1998, who since then has further extended it to use computers for changing attitudes and behaviour. Such principles can be applied very well in learning and teaching: in traditional human-led learning, teachers always have employed persuasion as one of the elements of teaching. Persuasive technology moves these principles into the digital domain, by focusing on technology that inherently stimulates learners to learn more quickly and effectively. This is very relevant for the area of Business Management in several aspects: Consumer Behavior, Communications, Human Resource, Marketing & Advertising, Organisational Behavior & Leadership. The persuasive principles identified by BJ Fogg are: reduction, tunnelling, tailoring, suggestion, self-monitoring, surveillance, conditioning, simulation, social signals. Also relevant is the concept of KAIROS, which means the just-in-time, at the right place provision of information/stimulus. In the EuroPLOT project (2010-2013) we have developed persuasive learning objects and tools (PLOTs) in which we have applied persuasive designs and principles. In this context, we have developed a pedagogical framework for active engagement, based on persuasive design in which the principles of persuasive learning have been formalised in a 6-step guide for persuasive learning. These principles have been embedded in two tools – PLOTmaker and PLOTLearner – which have been developed for creating persuasive learning objects. The tools provide specific capability for implementing persuasive principles at the very beginning of the design of learning objects. The feasibility of employing persuasive learning concepts with these tools has been investigated in four different case studies with groups of teachers and learners from realms with distinctly different teaching and learning practices: Business Computing, language learning, museum learning, and chemical substance handling. These case studies have involved the following learner target groups: school children, university students, tertiary students, vocational learners and adult learners. With regards to the learning context, they address archive-based learning, industrial training, and academic teaching. Alltogether, these case studies include participants from Sweden, Africa (Madagascar), Denmark, Czech Republic, and UK. One of the outcomes of this investigation was that one cannot apply a common set of persuasive designs that would be valid for general use in all situations: on the contrary, the persuasive principles are very specific to learning contexts and therefore must be specifically tailored for each situation. Two of these case studies have a direct relevance to education in the realm of Business Management: Business Computing and language learning (for International Business). In this paper we will present the first results from the evaluation of persuasive technology driven learning in these two relevant areas.

    Four approaches to teaching programming

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    Based on a survey of literature, four different approaches to teaching introductory programming are identified and described. Examples of the practice of each approach are identified representing procedural, visual, and object-oriented programming language paradigms. Each approach is then further analysed, identifying advantages and disadvantages for the student and the teacher. The first approach, code analysis, is analogous to reading before writing, that is, recognising the parts and what they mean. It requires learners to analyse and understand existing code prior to producing their own. An alternative is the building blocks approach, analogous to learning vocabulary, nouns and verbs, before constructing sentences. A third approach is identified as simple units in which learners master solutions to small problems before applying the learned logic to more complex problems. The final approach, full systems, is analogous to learning a foreign language by immersion whereby learners design a solution to a non-trivial problem and the programming concepts and language constructs are introduced only when the solution to the problem requires their application. The conclusion asserts that competency in programming cannot be achieved without mastering each of the approaches, at least to some extent. Use of the approaches in combination could provide novice programmers with the opportunities to acquire a full range of knowledge, understanding, and skills. Several orders for presenting the approaches in the classroom are proposed and analysed reflecting the needs of the learners and teachers. Further research is needed to better understand these and other approaches to teaching programming, not in terms of learner outcomes, but in terms of teachers’ actions and techniques employed to facilitate the construction of new knowledge by the learners. Effective classroom teaching practices could be informed by further investigations into the effect on progression of different toolset choices and combinations of teaching approache

    Efficient Analysis of Complex Diagrams using Constraint-Based Parsing

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    This paper describes substantial advances in the analysis (parsing) of diagrams using constraint grammars. The addition of set types to the grammar and spatial indexing of the data make it possible to efficiently parse real diagrams of substantial complexity. The system is probably the first to demonstrate efficient diagram parsing using grammars that easily be retargeted to other domains. The work assumes that the diagrams are available as a flat collection of graphics primitives: lines, polygons, circles, Bezier curves and text. This is appropriate for future electronic documents or for vectorized diagrams converted from scanned images. The classes of diagrams that we have analyzed include x,y data graphs and genetic diagrams drawn from the biological literature, as well as finite state automata diagrams (states and arcs). As an example, parsing a four-part data graph composed of 133 primitives required 35 sec using Macintosh Common Lisp on a Macintosh Quadra 700.Comment: 9 pages, Postscript, no fonts, compressed, uuencoded. Composed in MSWord 5.1a for the Mac. To appear in ICDAR '95. Other versions at ftp://ftp.ccs.neu.edu/pub/people/futrell

    Development of a client interface for a methodology independent object-oriented CASE tool : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University

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    The overall aim of the research presented in this thesis is the development of a prototype CASE Tool user interface that supports the use of arbitrary methodology notations for the construction of small-scale diagrams. This research is part of the larger CASE Tool project, MOOT (Massey's Object Oriented Tool). MOOT is a meta-system with a client-server architecture that provides a framework within which the semantics and syntax of methodologies can be described. The CASE Tool user interface is implemented in Java so it is as portable as possible and has a consistent look and feel. It has been designed as a client to the rest of the MOOT system (which acts as a server). A communications protocol has been designed to support the interaction between the CASE Tool client and a MOOT server. The user interface design of MOOT must support all possible graphical notations. No assumptions about the types of notations that a software engineer may use can be made. MOOT therefore provides a specification language called NDL for the definition of a methodology's syntax. Hence, the MOOT CASE Tool client described in this thesis is a shell that is parameterised by NDL specifications. The flexibility provided by such a high level of abstraction presents significant challenges in terms of designing effective human-computer interaction mechanisms for the MOOT user interface. Functional and non-functional requirements of the client user interface have been identified and applied during the construction of the prototype. A notation specification that defines the syntax for Coad and Yourdon OOA/OOD has been written in NDL and used as a test case. The thesis includes the iterative evaluation and extension of NDL resulting from the prototype development. The prototype has shown that the current approach to NDL is efficacious, and that the syntax and semantics of a methodology description can successfully be separated. The developed prototype has shown that it is possible to build a simple, non-intrusive, and efficient, yet flexible, useable, and helpful interface for meta-CASE tools. The development of the CASE Tool client, through its generic, methodology independent design, has provided a pilot with which future ideas may be explored

    Next generation software environments : principles, problems, and research directions

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    The past decade has seen a burgeoning of research and development in software environments. Conferences have been devoted to the topic of practical environments, journal papers produced, and commercial systems sold. Given all the activity, one might expect a great deal of consensus on issues, approaches, and techniques. This is not the case, however. Indeed, the term "environment" is still used in a variety of conflicting ways. Nevertheless substantial progress has been made and we are at least nearing consensus on many critical issues.The purpose of this paper is to characterize environments, describe several important principles that have emerged in the last decade or so, note current open problems, and describe some approaches to these problems, with particular emphasis on the activities of one large-scale research program, the Arcadia project. Consideration is also given to two related topics: empirical evaluation and technology transition. That is, how can environments and their constituents be evaluated, and how can new developments be moved effectively into the production sector

    A gentle transition from Java programming to Web Services using XML-RPC

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    Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)
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