29 research outputs found

    Tabulator Redux: writing Into the Semantic Web

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    A first category of Semantic Web browsers were designed to present a given dataset (an RDF graph) for perusal, in various forms. These include mSpace, Exhibit, and to a certain extent Haystack. A second category tackled mechanisms and display issues around linked data gathered on the fly. These include Tabulator, Oink, Disco, Open Link Software's Data Browser, and Object Browser. The challenge of once that data is gathered, how might it be edited, extended and annotated has so far been left largely unaddressed. This is not surprising: there are a number of steep challenges for determining how to support editing information in the open web of linked data. These include the representation of both the web of documents and the web of things, and the relationships between them; ensuring the user is aware of and has control over the social context such as licensing and privacy of data being entered, and, on a web in which anyone can say anything about anything, helping the user intuitively select the things which they actually wish to see in a given situation. There is also the view update problem: the difficulty of reflecting user edits back through functions used to map web data to a screen presentation. In the latest version of the Tabulator project, described in this paper we have focused on providing the write side of the readable/writable web. Our approach has been to allow modification and addition of information naturally within the browsing interface, and to relay changes to the server triple by triple for least possible brittleness (there is no explicit 'save' operation). Challenges which remain include the propagation of changes by collaborators back to the interface to create a shared editing system. To support writing across (semantic) Web resources, our work has contributed several technologies, including a HTTP/SPARQL/Update-based protocol between an editor (or other system) and incrementally editable resources stored in an open source, world-writable 'data wiki'. This begins enabling the writable Semantic Web

    Social navigation

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    In this chapter we present one of the pioneer approaches in supporting users in navigating the complex information spaces, social navigation support. Social navigation support is inspired by natural tendencies of individuals to follow traces of each other in exploring the world, especially when dealing with uncertainties. In this chapter, we cover details on various approaches in implementing social navigation support in the information space as we also connect the concept to supporting theories. The first part of this chapter reviews related theories and introduces the design space of social navigation support through a series of example applications. The second part of the chapter discusses the common challenges in design and implementation of social navigation support, demonstrates how these challenges have been addressed, and reviews more recent direction of social navigation support. Furthermore, as social navigation support has been an inspirational approach to various other social information access approaches we discuss how social navigation support can be integrated with those approaches. We conclude with a review of evaluation methods for social navigation support and remarks about its current state

    Web Annotation Systems: A Literature Review and Case Study

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    Web annotation has been a popular research topic since the appearance of Internet and its supplementary technologies. This paper provides a literature review in the related research areas, and introduces some currently available web annotation systems with the comparison of these systems in seven aspects. In addition, this paper incorporates a description of the ongoing NeoNote project, and identifies limitations of this study for future work

    Augmenting applications with hyper media, functionality and meta-information

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    The Dynamic Hypermedia Engine (DHE) enhances analytical applications by adding relationships, semantics and other metadata to the application\u27s output and user interface. DHE also provides additional hypermedia navigational, structural and annotation functionality. These features allow application developers and users to add guided tours, personal links and sharable annotations, among other features, into applications. DHE runs as a middleware between the application user interface and its business logic and processes, in a n-tier architecture, supporting the extra functionalities without altering the original systems by means of application wrappers. DHE automatically generates links at run-time for each of those elements having relationships and metadata. Such elements are previously identified using a Relation Navigation Analysis. DHE also constructs more sophisticated navigation techniques not often found on the Web on top of these links. The metadata, links, navigation and annotation features supplement the application\u27s primary functionality. This research identifies element types, or classes , in the application displays. A mapping rule encodes each relationship found between two elements of interest at the class level . When the user selects a particular element, DHE instantiates the commands included in the rules with the actual instance selected and sends them to the appropriate destination system, which then dynamically generates the resulting virtual (i.e. not previously stored) page. DHE executes concurrently with these applications, providing automated link generation and other hypermedia functionality. DHE uses the extensible Markup Language (XMQ -and related World Wide Web Consortium (W3C) sets of XML recommendations, like Xlink, XML Schema, and RDF -to encode the semantic information required for the operation of the extra hypermedia features, and for the transmission of messages between the engine modules and applications. DHE is the only approach we know that provides automated linking and metadata services in a generic manner, based on the application semantics, without altering the applications. DHE will also work with non-Web systems. The results of this work could also be extended to other research areas, such as link ranking and filtering, automatic link generation as the result of a search query, metadata collection and support, virtual document management, hypermedia functionality on the Web, adaptive and collaborative hypermedia, web engineering, and the semantic Web

    Connected Information Management

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    Society is currently inundated with more information than ever, making efficient management a necessity. Alas, most of current information management suffers from several levels of disconnectedness: Applications partition data into segregated islands, small notes don’t fit into traditional application categories, navigating the data is different for each kind of data; data is either available at a certain computer or only online, but rarely both. Connected information management (CoIM) is an approach to information management that avoids these ways of disconnectedness. The core idea of CoIM is to keep all information in a central repository, with generic means for organization such as tagging. The heterogeneity of data is taken into account by offering specialized editors. The central repository eliminates the islands of application-specific data and is formally grounded by a CoIM model. The foundation for structured data is an RDF repository. The RDF editing meta-model (REMM) enables form-based editing of this data, similar to database applications such as MS access. Further kinds of data are supported by extending RDF, as follows. Wiki text is stored as RDF and can both contain structured text and be combined with structured data. Files are also supported by the CoIM model and are kept externally. Notes can be quickly captured and annotated with meta-data. Generic means for organization and navigation apply to all kinds of data. Ubiquitous availability of data is ensured via two CoIM implementations, the web application HYENA/Web and the desktop application HYENA/Eclipse. All data can be synchronized between these applications. The applications were used to validate the CoIM ideas

    USING SOCIAL ANNOTATIONS TO IMPROVE WEB SEARCH

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    Web-based tagging systems, which include social bookmarking systems such as Delicious, have become increasingly popular. These systems allow participants to annotate or tag web resources. This research examined the use of social annotations to improve the quality of web searches. The research involved three components. First, social annotations were used to index resources. Two annotation-based indexing methods were proposed: annotation based indexing and full text with annotation indexing. Second, social annotations were used to improve search result ranking. Six annotation based ranking methods were proposed: Popularity Count, Propagate Popularity Count, Query Weighted Popularity Count, Query Weighted Propagate Popularity Count, Match Tag Count and Normalized Match Tag Count. Third, social annotations were used to both index and rank resources. The result from the first experiment suggested that both static feature and similarity feature should be considered when using social annotations to re-rank search result. The result of the second experiment showed that using only annotation as an index of resources may not be a good idea. Since social Annotations could be viewed as a high level concept of the content, combining them to the content of resource could add some more important concepts to the resources. Last but not least, the result from the third experiment confirmed that the combination of using social annotations to rank the search result and using social annotations as resource index augmentation provided a promising rank of search results. It showed that social annotations could benefit web search

    Hypertext Semiotics in the Commercialized Internet

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    Die Hypertext Theorie verwendet die selbe Terminologie, welche seit Jahrzehnten in der semiotischen Forschung untersucht wird, wie z.B. Zeichen, Text, Kommunikation, Code, Metapher, Paradigma, Syntax, usw. Aufbauend auf jenen Ergebnissen, welche in der Anwendung semiotischer Prinzipien und Methoden auf die Informatik erfolgreich waren, wie etwa Computer Semiotics, Computational Semiotics und Semiotic Interface Engineering, legt diese Dissertation einen systematischen Ansatz fĂŒr all jene Forscher dar, die bereit sind, Hypertext aus einer semiotischen Perspektive zu betrachten. Durch die VerknĂŒpfung existierender Hypertext-Modelle mit den Resultaten aus der Semiotik auf allen Sinnesebenen der textuellen, auditiven, visuellen, taktilen und geruchlichen Wahrnehmung skizziert der Autor Prolegomena einer Hypertext-Semiotik-Theorie, anstatt ein völlig neues Hypertext-Modell zu prĂ€sentieren. Eine EinfĂŒhrung in die Geschichte der Hypertexte, von ihrer Vorgeschichte bis zum heutigen Entwicklungsstand und den gegenwĂ€rtigen Entwicklungen im kommerzialisierten World Wide Web bilden den Rahmen fĂŒr diesen Ansatz, welcher als Fundierung des BrĂŒckenschlages zwischen Mediensemiotik und Computer-Semiotik angesehen werden darf. WĂ€hrend Computer-Semiotiker wissen, dass der Computer eine semiotische Maschine ist und Experten der kĂŒnstlichen Intelligenz-Forschung die Rolle der Semiotik in der Entwicklung der nĂ€chsten Hypertext-Generation betonen, bedient sich diese Arbeit einer breiteren methodologischen Basis. Dementsprechend reichen die Teilgebiete von Hypertextanwendungen, -paradigmen, und -strukturen, ĂŒber Navigation, Web Design und Web Augmentation zu einem interdisziplinĂ€ren Spektrum detaillierter Analysen, z.B. des Zeigeinstrumentes der Web Browser, des Klammeraffen-Zeichens und der sogenannten Emoticons. Die Bezeichnung ''Icon'' wird als unpassender Name fĂŒr jene Bildchen, welche von der graphischen BenutzeroberflĂ€che her bekannt sind und in Hypertexten eingesetzt werden, zurĂŒckgewiesen und diese Bildchen durch eine neue Generation mĂ€chtiger Graphic Link Markers ersetzt. Diese Ergebnisse werden im Kontext der Kommerzialisierung des Internet betrachtet. Neben der Identifizierung der Hauptprobleme des eCommerce aus der Perspektive der Hypertext Semiotik, widmet sich der Autor den InformationsgĂŒtern und den derzeitigen Hindernissen fĂŒr die New Economy, wie etwa der restriktiven Gesetzeslage in Sachen Copyright und Intellectual Property. Diese anachronistischen BeschrĂ€nkungen basieren auf der problematischen Annahme, dass auch der Informationswert durch die Knappheit bestimmt wird. Eine semiotische Analyse der iMarketing Techniken, wie z.B. Banner Werbung, Keywords und Link Injektion, sowie Exkurse ĂŒber den Browser Krieg und den Toywar runden die Dissertation ab

    Highly Interactive Web-Based Courseware

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    ZukĂŒnftige Lehr-/Lernprogramme sollen als vernetzte Systeme die Lernenden befĂ€higen, Lerninhalte zu erforschen und zu konstruieren, sowie VerstĂ€ndnisschwierigkeiten und Gedanken in der Lehr-/Lerngemeinschaft zu kommunizieren. Lehrmaterial soll dabei in digitale Lernobjekte ĂŒbergefĂŒhrt, kollaborativ von Programmierern, PĂ€dagogen und Designern entwickelt und in einer Datenbank archiviert werden, um von Lehrern und Lernenden eingesetzt, angepasst und weiterentwickelt zu werden. Den ersten Schritt in diese Richtung machte die Lerntechnologie, indem sie Wiederverwendbarkeit und KompabilitĂ€t fĂŒr hypermediale Kurse spezifizierte. Ein grĂ¶ĂŸeres Maß an InteraktivitĂ€t wird bisher allerdings noch nicht in Betracht gezogen. Jedes interaktive Lernobjekt wird als autonome Hypermedia-Einheit angesehen, aufwĂ€ndig in der Erstellung, und weder mehrstufig verschrĂ€nk- noch anpassbar, oder gar adĂ€quat spezifizierbar. Dynamische Eigenschaften, Aussehen und Verhalten sind fest vorgegeben. Die vorgestellte Arbeit konzipiert und realisiert Lerntechnologie fĂŒr hypermediale Kurse unter besonderer BerĂŒcksichtigung hochgradig interaktiver Lernobjekte. Innovativ ist dabei zunĂ€chst die mehrstufige, komponenten-basierte Technologie, die verschiedenste strukturelle Abstufungen von kompletten Lernobjekten und WerkzeugsĂ€tzen bis hin zu Basiskomponenten und Skripten, einzelnen Programmanweisungen, erlaubt. Zweitens erweitert die vorgeschlagene Methodik Kollaboration und individuelle Anpassung seitens der Teilnehmer eines hypermedialen Kurses auf die Software-Ebene. Komponenten werden zu verknĂŒpfbaren Hypermedia-Objekten, die in der Kursdatenbank verwaltet und von allen Kursteilnehmern bewertet, mit Anmerkungen versehen und modifiziert werden. Neben einer detaillierten Beschreibung der Lerntechnologie und Entwurfsmuster fĂŒr interaktive Lernobjekte sowie verwandte hypermediale Kurse wird der Begriff der InteraktivitĂ€t verdeutlicht, indem eine kombinierte technologische und symbolische Definition von Interaktionsgraden vorgestellt und daraus ein visuelles Skriptschema abgeleitet wird, welches FunktionalitĂ€t ĂŒbertragbar macht. Weiterhin wird die Evolution von Hypermedia und Lehr-/Lernprogrammen besprochen, um wesentliche Techniken fĂŒr interaktive, hypermediale Kurse auszuwĂ€hlen. Die vorgeschlagene Architektur unterstĂŒtzt mehrsprachige, alternative Inhalte, bietet konsistente Referenzen und ist leicht zu pflegen, und besitzt selbst fĂŒr interaktive Inhalte Online-Assistenten. Der Einsatz hochgradiger InteraktivitĂ€t in Lehr-/Lernprogrammen wird mit hypermedialen Kursen im Bereich der Computergraphik illustriert.The grand vision of educational software is that of a networked system enabling the learner to explore, discover, and construct subject matters and communicate problems and ideas with other community members. Educational material is transformed into reusable learning objects, created collaboratively by developers, educators, and designers, preserved in a digital library, and utilized, adapted, and evolved by educators and learners. Recent advances in learning technology specified reusability and interoperability in Web-based courseware. However, great interactivity is not yet considered. Each interactive learning object represents an autonomous hypermedia entity, laborious to create, impossible to interlink and to adapt in a graduated manner, and hard to specify. Dynamic attributes, the look and feel, and functionality are predefined. This work designs and realizes learning technology for Web-based courseware with special regard to highly interactive learning objects. The innovative aspect initially lies in the multi-level, component-based technology providing a graduated structuring. Components range from complex learning objects to toolkits to primitive components and scripts. Secondly, the proposed methodologies extend community support in Web-based courseware – collaboration and personalization – to the software layer. Components become linkable hypermedia objects and part of the courseware repository, rated, annotated, and modified by all community members. In addition to a detailed description of technology and design patterns for interactive learning objects and matching Web-based courseware, the thesis clarifies the denotation of interactivity in educational software formulating combined levels of technological and symbolical interactivity, and deduces a visual scripting metaphor for transporting functionality. Further, it reviews the evolution of hypermedia and educational software to extract substantial techniques for interactive Web-based courseware. The proposed framework supports multilingual, alternative content, provides link consistency and easy maintenance, and includes state-driven online wizards also for interactive content. The impact of great interactivity in educational software is illustrated with courseware in the Computer Graphics domain

    Service-oriented models for audiovisual content storage

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    What are the important topics to understand if involved with storage services to hold digital audiovisual content? This report takes a look at how content is created and moves into and out of storage; the storage service value networks and architectures found now and expected in the future; what sort of data transfer is expected to and from an audiovisual archive; what transfer protocols to use; and a summary of security and interface issues
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