49 research outputs found
Content enrichment through dynamic annotation
This paper describes a technique for interceding between users and the information that they browse. This facility, that we term 'dynamic annotation', affords a means of editing Web page content 'on-the-fly' between the source Web server and the requesting client. Thereby, we have a generic way of modifying the content displayed to local users by addition, removal or reorganising any information sourced from the World-Wide Web, whether this derives from local or remote pages. For some time, we have been exploring the scope for this device and we believe that it affords many potential worthwhile applications. Here, we describe two varieties of use. The first variety focuses on support for individual users in two contexts (second-language support and second language learning). The second variety of use focuses on support for groups of users. These differing applications have a common goal which is content enrichment of the materials placed before the user. Dynamic annotation provides a potent and flexible means to this end
Visualizing Meta-Features in Proteomic Maps
<p>Abstract</p> <p>Background</p> <p>The steps of a high-throughput proteomics experiment include the separation, differential expression and mass spectrometry-based identification of proteins. However, the last and more challenging step is inferring the biological role of the identified proteins through their association with interaction networks, biological pathways, analysis of the effect of post-translational modifications, and other protein-related information.</p> <p>Results</p> <p>In this paper, we present an integrative visualization methodology that allows combining experimentally produced proteomic features with protein meta-features, typically coming from meta-analysis tools and databases, in synthetic Proteomic Feature Maps. Using three proteomics analysis scenarios, we show that the proposed visualization approach is effective in filtering, navigating and interacting with the proteomics data in order to address visually challenging biological questions. The novelty of our approach lies in the ease of integration of any user-defined proteomic features in easy-to-comprehend visual representations that resemble the familiar 2D-gel images, and can be adapted to the user's needs. The main capabilities of the developed VIP software, which implements the presented visualization methodology, are also highlighted and discussed.</p> <p>Conclusions</p> <p>By using this visualization and the associated VIP software, researchers can explore a complex heterogeneous proteomics dataset from different perspectives in order to address visually important biological queries and formulate new hypotheses for further investigation. VIP is freely available at <url>http://pelopas.uop.gr/~egian/VIP/index.html</url>.</p
ADAPTIVE VIRTUAL REALITY MUSEUMS ON THE WEB
This chapter presents an architecture for supporting the creation of adaptive virtual reality museums on the web. It argues whether the task of developing adaptive virtual reality museums is a complex one, presenting key challenges, and should thus be facilitated by means of a supporting architecture and relevant tools. The proposed architecture is flexible enough to cater for a variety of user needs, and modular promoting extensibility, maintainability and tailorability. Adoption of this architecture will greatly simplify the development of adaptive virtual reality museums, reducing the needed effort to exhibit digitisation and user profile specification; user profiles are further refined dynamically through the user data recorder and the user modelling engine, which provide input for the virtual environment generator
An Ontology for e-Government Public Services
In the past few years, information and communication technologies are increasingly used for provision of public services, improvement of managerial effectiveness and promotion of democracy, a development that is commonly termed as e-government (Gil-Garcia R., 2004). Transactional services (such as electroni
Virtual museums for all: Employing game technology for edutainment
Abstract. Museums have started to realise the potential of new technologies for the development of edutainment content and services for their visitors. Virtual reality technologies promise to offer a vivid, enjoyable experience to the museums guests, but the cost in time, effort and resources can prove to be overwhelming. In this paper, we propose the use of 3D game technologies for the purpose of developing affordable, easy to use and pleasing virtual environments. To this end, we present a case study based on an already developed version of a virtual museum and a newly implemented version that uses game technologies. The informal assessment indicates that game technologies can offer a prominent and viable solution to the need for affordable desktop virtual reality systems