2,158 research outputs found

    A Child-Driven Metadata Schema: A Holistic Analysis of Children\u27s Cognitive Processes During Book Selection

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    The purpose of this study was to construct a child-driven metadata schema by understanding children\u27s cognitive processes and behaviors during book selection. Existing knowledge organization systems including metadata schemas and previous literature in the metadata domain have shown that there is a no specialized metadata schema that describes children\u27s resources that also is developed by children. It is clear that children require a new or alternative child-driven metadata schema. Child-driven metadata elements reflected the children\u27s cognitive perceptions that could allow children to intuitively and easily find books in an online cataloging system. The literature of development of literacy skills claims that the positive experiences of selecting books empower children\u27s motivation for developing literacy skills. Therefore, creating a child-driven metadata schema not only contributes to the improvement of knowledge organization systems reflecting children\u27s information behavior and cognitive process, but also improves children\u27s literacy and reading skills. Broader research questions included what metadata elements do children like to use? What elements should a child-driven metadata schema include? In order to answer these research questions, a triangulated qualitative research design consisting of questionnaires, paired think-aloud, interview, and diaries were used with 22 child participants between the ages of 6 and 9. A holistic understanding of the children\u27s cognitive processes during book selection as a foundation of a child-driven metadata schema displays an early stage of an ontological contour for a children\u27s knowledge organization system. A child-driven metadata schema constructed in this study is apt to include different metadata elements from those metadata elements existing in current cataloging standards. A child-driven metadata schema includes five classes such as story/subject, character, illustration, physical characteristics, and understandability, and thirty three metadata elements such as character\u27s names and images, book cover\u27s color, shape, textured materials, engagement element, and tone. In addition, the analysis of the relationship between emergent emotional vocabularies and cognitive factors and facets illustrated the important role of emotion and attention in children\u27s information processing and seeking behaviors

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections

    Recommender system for sport videos based on user audiovisual consumption

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    This paper describes a recommender system for sport videos, transmitted over the Internet and/or broadcast, in the context of large-scale events, which has been tested for the Olympic Games. The recommender is based on audiovisual consumption and does not depend on the number of users, running only on the client side. This avoids the concurrence, computation and privacy problems of central server approaches in scenarios with a large number of users, such as the Olympic Games. The system has been designed to take advantage of the information available in the videos, which is used along with the implicit information of the user and the modeling of his/her audiovisual content consumption. The system is thus transparent to the user, who does not need to take any specific action. Another important characteristic is that the system can produce recommendations for both live and recorded events. Testing has showed advantages compared to previous systems, as will be shown in the results

    Semantic linking through spaces for cyber-physical-socio intelligence:a methodology

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    Humans consciously and subconsciously establish various links, emerge semantic images and reason in mind, learn linking effect and rules, select linked individuals to interact, and form closed loops through links while co-experiencing in multiple spaces in lifetime. Machines are limited in these abilities although various graph-based models have been used to link resources in the cyber space. The following are fundamental limitations of machine intelligence: (1) machines know few links and rules in the physical space, physiological space, psychological space, socio space and mental space, so it is not realistic to expect machines to discover laws and solve problems in these spaces; and, (2) machines can only process pre-designed algorithms and data structures in the cyber space. They are limited in ability to go beyond the cyber space, to learn linking rules, to know the effect of linking, and to explain computing results according to physical, physiological, psychological and socio laws. Linking various spaces will create a complex space — the Cyber-Physical-Physiological-Psychological-Socio-Mental Environment CP3SME. Diverse spaces will emerge, evolve, compete and cooperate with each other to extend machine intelligence and human intelligence. From multi-disciplinary perspective, this paper reviews previous ideas on various links, introduces the concept of cyber-physical society, proposes the ideal of the CP3SME including its definition, characteristics, and multi-disciplinary revolution, and explores the methodology of linking through spaces for cyber-physical-socio intelligence. The methodology includes new models, principles, mechanisms, scientific issues, and philosophical explanation. The CP3SME aims at an ideal environment for humans to live and work. Exploration will go beyond previous ideals on intelligence and computing

    A Functional Model For Information Exploration Systems

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    Information exploration tasks are inherently complex, ill-structured, and involve sequences of actions usually spread over many sessions. When exploring a dataset, users tend to experiment higher degrees of uncertainty, mostly raised by knowledge gaps concerning the information sources, the task, and the efficiency of the chosen exploration actions, strategies, and tools in supporting the task solution process. Provided these concerns, exploration tools should be designed with the goal of leveraging the mapping between user's cognitive actions and solution strategies onto the current systems' operations. However, state-of-the-art systems fail in providing an expressive set of operations that covers a wide range of exploration problems. There is not a common understanding of neither which operators are required nor in which ways they can be used by explorers. In order to mitigate these shortcomings, this work presents a formal framework of exploration operations expressive enough to describe at least the majority of state-of-the-art exploration interfaces and tasks. We also show how the framework leveraged a new evaluation approach, where we draw precise comparisons between tools concerning the range of exploration tasks they support.Comment: 27 page

    SH2db, an information system for the SH2 domain

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    SH2 domains are key mediators of phosphotyrosine-based signalling, and therapeutic targets for diverse, mostly oncological, disease indications. They have a highly conserved structure with a central beta sheet that divides the binding surface of the protein into two main pockets, responsible for phosphotyrosine binding (pY pocket) and substrate specificity (pY + 3 pocket). In recent years, structural databases have proven to be invaluable resources for the drug discovery community, as they contain highly relevant and up-to-date information on important protein classes. Here, we present SH2db, a comprehensive structural database and webserver for SH2 domain structures. To organize these protein structures efficiently, we introduce (i) a generic residue numbering scheme to enhance the comparability of different SH2 domains, (ii) a structure-based multiple sequence alignment of all 120 human wild-type SH2 domain sequences and their PDB and AlphaFold structures. The aligned sequences and structures can be searched, browsed and downloaded from the online interface of SH2db (http://sh2db.ttk.hu), with functions to conveniently prepare multiple structures into a Pymol session, and to export simple charts on the contents of the database. Our hope is that SH2db can assist researchers in their day-to-day work by becoming a one-stop shop for SH2 domain related research

    Analysis of costs and delivery intervals for multiple-release software

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    Project managers of large software projects, and particularly those associated with Internet Business-to-Business (B2B) or Business-to-Customer (B2C) applications, are under pressure to capture market share by delivering reliable software with cost and timing constraints. An earlier delivery time may help the E-commerce software capture a larger market share. However, early delivery sometimes means lower quality. In addition, most of the time the scale of the software is so large that incremental multiple releases are warranted. A Multiple-Release methodology has been developed to optimize the most efficient and effective delivery intervals of the various releases of software products, taking into consideration software costs and reliability. The Multiple-Release methodology extends existing software cost and reliability models, meets the needs of large software development firms, and gives a navigation guide to software industrial managers. The main decision factors for the multiple releases include the delivery interval of each release, the market value of the features in the release, and the software costs associated with testing and error penalties. The input of these factors was assessing using Design of Experiments (DOE). The costs included in the research are based on a salary survey of software staff at companies in the New Jersey area and on budgets of software development teams. The Activity Based Cost (ABC) method was used to determine costs on the basis of job functions associated with the development of the software. It is assumed that the error data behavior follows the Non-Homogeneous Poisson Processes (NHPP)
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