85 research outputs found

    Liquid Journals: Knowledge Dissemination in the Web Era

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    In this paper we redefine the notion of "scientific journal" to update it to the age of the Web. We explore the historical reasons behind the current journal model, and we show that this model is essentially the same today, even if the Web has made dissemination essentially free. We propose a notion of liquid and personal journals that evolve continuously in time and that are targeted to serve individuals or communities of arbitrarily small or large scales. The liquid journals provide "interesting" content, in the form of "scientific contributions" that are "related" to a certain paper, topic, or area, and that are posted (on their web site, repositories, traditional journals) by "inspiring" researchers. As such, the liquid journal separates the notion of "publishing" (which can be achieved by submitting to traditional peer review journals or just by posting content on the Web) from the appearance of contributions into the journals, which are essentially collections of content. In this paper we introduce the liquid journal model, and demonstrate through some examples its value to individuals and communities. Finally, we describe an architecture and a working prototype that implements the proposed model

    Resource Space Management Systems

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    Liquidpub 1 is an EU project within the “future and emerging technologies ” category whose goal is to capture the lessons learned and opportunities provided by the Web and open source, agile software development to develop concepts, models, metrics, and science support services for an efficient (for people), effective (for science), and sustainable (for publishers and the community) way of creating, disseminating, evaluating, and consuming scientific knowledge [1]. Novel services for science are a hot topic these days. From social bookmarking sites to online ranking of scientists, these services try to assist scientists in sharing content and assessing people and their scientific contributions. These services are however still very much anchored to a traditional notion of publication and are onl

    Crowdsourcing for Reminiscence Chatbot Design

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    In this work-in-progress paper we discuss the challenges in identifying effective and scalable crowd-based strategies for designing content, conversation logic, and meaningful metrics for a reminiscence chatbot targeted at older adults. We formalize the problem and outline the main research questions that drive the research agenda in chatbot design for reminiscence and for relational agents for older adults in general

    What makes people bond?: A study on social interactions and common life points on Facebook

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    In this paper we aim at understanding if and how, by analysing people's profile and historical data (such as data available on Facebook profiles and interactions, or collected explicitly) we can motivate two persons to interact and eventually create long-term bonds. We do this by exploring the relationship between connectedness, social interactions and common life points on Facebook. The results are of particular importance for the development of technology that aims at reducing social isolation for people with less chances to interact, such as older adults

    Online Group-exercises for Older Adults of Different Physical Abilities

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    In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active, and with less chances of training in a gym. The virtual fitness environment, namely Gymcentral, was designed to enable and motivate older adults to follow personalised exercises from home, with a (heterogeneous) group of remote friends and under the remote supervision of a Coach. We take the training activity as an opportunity to create social interactions, by complementing training features with social instruments. Finally, we report on the feasibility and effectiveness of the virtual environment, as well as its effects on the usage and social interactions, from an intervention study in Trento, Ital
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