The document provides a template for creating a Market Requirements Document. It includes sections for an executive summary, market opportunity analysis, market requirements, and prioritized list of requirements. The market requirements section provides examples of how to document user personas, potential requirements, use cases, specifications, and a prioritized requirements list. It aims to help understand customer needs and prioritize market-driven requirements to guide product development.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate abilities to:
• Handle camera setup, calibrate and capture still and video faces
• Pre-process images and extract features
• Perform face recognition by a) using existing methods and b) trying new techniques.
This project requires the students to apply their abilities to handle image capture hardware and software. Since this is an active area of research, students will need to perform literature survey and discuss ( through brainstorm sessions) their performance characteristics. In addition, they will need to design and implement pre-processing and recognition codes leading to face recognition.
This document summarizes two real-world use cases for digital preservation: embedded systems development and financial engineering. For the embedded systems case, the document describes research on developing an autonomous underwater vehicle and identifies relevant data formats, software tools, and hardware. For the financial engineering case, it outlines research calibrating an inflation model using treasury bond data from sources like Bloomberg and analyzing it in MATLAB. Both cases could benefit from emulation to help preserve workflows and access data over the long term.
This document contains information related to a Networks Laboratory course, including the lab manual, program objectives, outcomes, syllabus, and index. It provides:
1) An overview of the course contents, objectives to learn network commands, socket programming, analyze protocols, and use simulation tools.
2) Details on the program outcomes which focus on applying technical knowledge, lifelong learning, research, and total quality education.
3) A list of 12 experiments that will be conducted in the lab, including implementing various protocols using sockets and simulating protocols using a network simulator.
4) An index table to record details of experiments conducted like date, topic, outcomes and marks.
Evolution of air transport (augmented reality)Nurul Lyana
This document outlines a student's final year project to develop an augmented reality application to teach the evolution of air transport. It begins with an introduction describing augmented reality and the objectives and scope of the project. It then reviews relevant literature on augmented reality techniques and previous studies on topics like aviation history. The methodology section explains the ADDIE model that will be followed, including analysis, design, development, implementation and evaluation phases. Storyboards are presented to illustrate how the application will function. The framework, hardware and software requirements are also specified. To conclude, the solution complexity, proof of concept through modelling and rendering are discussed.
This document provides guidance on planning a digital imaging project. It discusses identifying institutional needs and goals for the project, determining what materials will be digitized, and considering how the digital images may be used. The key aspects covered are articulating the project scope and goals, analyzing the source materials, and developing capture specifications and workflow. The document emphasizes planning thoroughly to create a high-quality digital archive that can support multiple uses over time.
follow the implementation of an Applied Technology program for curriculum enhancement in an educational environment, from concept, through creation and implementation, and finally experience the results! This program ranges from the technological basics of art concepts, photography basics and computer graphics, to 3D printing, programming, and aerial photography. A majority of participants are Autism Spectrum (high-functioning and Aspergers) searching for their “savant” strength.
The document provides a template for creating a Market Requirements Document. It includes sections for an executive summary, market opportunity analysis, market requirements, and prioritized list of requirements. The market requirements section provides examples of how to document user personas, potential requirements, use cases, specifications, and a prioritized requirements list. It aims to help understand customer needs and prioritize market-driven requirements to guide product development.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this project are to demonstrate abilities to:
• Handle camera setup, calibrate and capture still and video faces
• Pre-process images and extract features
• Perform face recognition by a) using existing methods and b) trying new techniques.
This project requires the students to apply their abilities to handle image capture hardware and software. Since this is an active area of research, students will need to perform literature survey and discuss ( through brainstorm sessions) their performance characteristics. In addition, they will need to design and implement pre-processing and recognition codes leading to face recognition.
This document summarizes two real-world use cases for digital preservation: embedded systems development and financial engineering. For the embedded systems case, the document describes research on developing an autonomous underwater vehicle and identifies relevant data formats, software tools, and hardware. For the financial engineering case, it outlines research calibrating an inflation model using treasury bond data from sources like Bloomberg and analyzing it in MATLAB. Both cases could benefit from emulation to help preserve workflows and access data over the long term.
This document contains information related to a Networks Laboratory course, including the lab manual, program objectives, outcomes, syllabus, and index. It provides:
1) An overview of the course contents, objectives to learn network commands, socket programming, analyze protocols, and use simulation tools.
2) Details on the program outcomes which focus on applying technical knowledge, lifelong learning, research, and total quality education.
3) A list of 12 experiments that will be conducted in the lab, including implementing various protocols using sockets and simulating protocols using a network simulator.
4) An index table to record details of experiments conducted like date, topic, outcomes and marks.
Evolution of air transport (augmented reality)Nurul Lyana
This document outlines a student's final year project to develop an augmented reality application to teach the evolution of air transport. It begins with an introduction describing augmented reality and the objectives and scope of the project. It then reviews relevant literature on augmented reality techniques and previous studies on topics like aviation history. The methodology section explains the ADDIE model that will be followed, including analysis, design, development, implementation and evaluation phases. Storyboards are presented to illustrate how the application will function. The framework, hardware and software requirements are also specified. To conclude, the solution complexity, proof of concept through modelling and rendering are discussed.
This document provides guidance on planning a digital imaging project. It discusses identifying institutional needs and goals for the project, determining what materials will be digitized, and considering how the digital images may be used. The key aspects covered are articulating the project scope and goals, analyzing the source materials, and developing capture specifications and workflow. The document emphasizes planning thoroughly to create a high-quality digital archive that can support multiple uses over time.
follow the implementation of an Applied Technology program for curriculum enhancement in an educational environment, from concept, through creation and implementation, and finally experience the results! This program ranges from the technological basics of art concepts, photography basics and computer graphics, to 3D printing, programming, and aerial photography. A majority of participants are Autism Spectrum (high-functioning and Aspergers) searching for their “savant” strength.
This document provides an overview of the Fundamentals of Computer Programming course. It introduces the course coordinator, Dr. Deepika Sharma, and lists her qualifications. It outlines the course objectives, which include mastering computer fundamentals and Python concepts, and learning data visualization and classification algorithms. The evaluation scheme is also detailed, which assesses students through assignments, exams, projects and attendance. Key topics to be covered include computer fundamentals, Python programming, object-oriented programming, and data preprocessing.
This document provides an overview of topics to be covered in a mid-term exam for a computer graphics course. The topics include introductions and applications of computer graphics, graphics hardware and I/O devices, interactive and non-interactive computer graphics, raster and vector graphics, scan converting lines and shapes, 2D transformations, 2D viewing, and 2D zooming and panning. The document was prepared by Bahadar sher and provides his email for contact.
This document provides information about the Computer Graphics and Visualization course CSE304. It includes details like the textbook, attendance and assessment criteria, course outcomes, program outcomes, and unit-wise course content. The textbook is Computer Graphics with OpenGL by Donald Hearn et al. Assessment includes assignments, mid-term and end-term exams. The course aims to classify and apply various computer graphics tools, algorithms, and techniques for 2D and 3D transformations, projections, visibility, and curve modeling.
This document discusses multimedia hardware requirements for producing multimedia projects. It covers various multimedia sources like images, icons, sounds, videos and presentations that can be used. It also discusses important hardware components like processors, memory, storage devices, input devices and output devices. Specifically, it explains the differences between CPU and GPU, types of RAM and storage, and common input/output devices. Minimum and recommended system requirements are also provided.
This document outlines the course details for a Computer Vision course taught by Professor Ahmed Badawi. It includes the course requirements, prerequisites, textbooks, communications methods, intended learning outcomes, course evaluation criteria, and course objectives. The course aims to teach fundamental concepts and algorithms of computer vision to solve real-life problems. Topics covered include image processing techniques, feature detection, segmentation, classification, and recognition. Students will complete assignments applying these techniques and a final project involving face detection or recognition. The course uses a combination of exams, assignments, projects, and attendance for evaluation.
The document discusses the process of reverse engineering, which involves 4 main phases: 1) data acquisition using laser scanners, 2) preprocessing the data, 3) segmenting and adapting the scanned surface, and 4) creating the 3D model. Laser scanners are used to precisely and quickly acquire large amounts of data on an object's external shape through point clouds. Reverse engineering has applications in architecture, industrial/mechanical fields, criminology, accident reconstruction, healthcare, and more. The document also describes a visit from an expert who gave lessons to students on reverse engineering and demonstrated the use of a laser scanner.
This document provides guidance on questions to consider when developing a technical plan or data management plan for a research funding application. It covers four sections: (1) digital outputs and technologies used in the project; (2) technical methodology including standards, formats, hardware/software, and data processing; (3) technical support and experience; and (4) preservation, sustainability and access including preservation methods, continued access, and intellectual property considerations. The questions aim to ensure digital outputs are well-planned, fit-for-purpose, and preserved/accessible after the project ends.
The document provides an assignment brief for a BTEC Level 2 Creative Digital Media Production course. Students must complete four tasks to understand and apply digital photography techniques:
1) Research digital camera components and uses of photography in media.
2) Demonstrate photography techniques through exercises and describe their uses.
3) Develop photography concepts and take interior/exterior shots for a Manchester city guide.
4) Edit selected photos and self-evaluate their technical and creative skills.
The purpose of the lab to the latest skills required for Job opportunities in many industries . This helps faculties to develop their skills and publish papers in intenational conferences and also innovate solutions
This assignment brief provides the context and tasks for a BTEC Level 2 Creative Digital Media Production unit on digital photography. Students will produce photographs for a Manchester Evening News guide to the city. The tasks involve understanding camera components and photography techniques, taking test photos, developing concepts, conducting a photo shoot in Manchester, and reviewing their work. Students must submit blog posts, presentations, photos and evaluations as evidence to demonstrate their understanding and skills in digital photography for media products.
3D ICONS Guidelines and Case Studies, Anthony Corns, Discovery Programme3D ICONS Project
A presentation about the 3D ICONS Guidelines and Case Studies given by Anthony Corns of the Discovery Programme at the 3D ICONS workshop, Borsa Mediteranea in Pasetum.
3D ICONS has published Guidelines which cover documentation of the digitisation, modelling, online access pipeline for the creation of online 3D models of cultural heritage objects. The document includes 28 Case Studies - examples of 3D content creation by project partners across a range of monuments, architectural features and artefacts.
http://3dicons-project.eu
Loanable equipment supporting creation and dissemination for the campus commu...Shawna Sadler
The document discusses tech lending services at NCSU Libraries. It describes two service models - commodity and specialized. The commodity model aims to meet general demand through a first-come, first-served approach, while the specialized model involves determining specific needs through questions and potentially wait lists or orientations. Examples are given of interactions determining borrowers' intended uses of devices. The document also discusses a beta service model involving conversations about innovative uses and potential workshops/training.
This document summarizes the research areas and activities of Prof. In-Young Ko's lab at KAIST. The lab focuses on software engineering for dynamic environments like the web, clouds, IoT and CPS. Key research topics include adaptive software design, microservices, semantic web applications and edge cloud computing. The lab has PhD students, MS students and regularly holds meetings, conferences and gatherings to discuss projects and research.
Designing applications with multimedia capabilitiesK Senthil Kumar
The document outlines the 6 key steps to designing a multimedia application: 1) specify the business model and requirements, 2) specify user types and performance needs, 3) recommend architecture to meet performance, 4) design object architecture, 5) design workflow, and 6) design multimedia objects like text, images, audio, and video. It also provides an example case study and calculations for a virtual university application.
Chi2011 Case Study: Interactive, Dynamic SparklinesLeo Frishberg
This document describes the development of interactive sparklines to help electronic engineers debug circuits. Sparklines condense hundreds of data points into a small visual space. Initially designed for static displays, the author's team created interactive sparklines to assist with debugging circuits in real-time. Through user research, they identified engineers' needs for fast, accurate data acquisition and visualizations that quickly detect problems. The team developed iterative designs based on user feedback to refine the sparklines for interactive debugging of high-speed serial data circuits.
This document outlines the syllabus for the Analog and Digital Electronics Laboratory course for the third semester Computer Science students. It includes the vision, mission, objectives, and outcomes of both the institution and department. The syllabus covers both analog and digital circuits through 9 experiments involving components like timers, operational amplifiers, adders/subtractors, multiplexers, flip-flops, and counters. Students will design, simulate, implement, and test the circuits both in hardware and HDL. The goal is for students to apply design skills and gain practical experience with electronic components and tools.
Exploring Machine Learning for Libraries and Archives: Present and FutureBohyun Kim
The document discusses several ways machine learning (ML) could be used to enhance the work of libraries and archives. It describes projects that used ML for expediting archival processing through tasks like document segmentation and classification. It also discusses using ML to expand descriptive metadata by generating image classifiers and facilitating tagging of photograph collections. Further, it outlines a project aiming to generate and manage rich metadata for audiovisual materials at scale using ML techniques like speech recognition.
FOCUS K3D is a Coordination Action (CA) of the European Union's 7th Framework Programme which aims at promoting the adoption of best-practices for the use of semantics in 3D content modelling and processing. This flyer gives an overview of the whole project.
You can download this document at
http://www.focusk3d.eu/downloads
GAME TECHNOLOGIES USAGE FOR USERS ATTRACTION TO EDUCATIONAL RESOURCESAlexander Lavrov
The document discusses using 3D game technologies to attract users to educational resources through an online project called Vizerra. Vizerra aims to combine high-quality 3D visualizations of cultural heritage sites with detailed information on each site. It seeks to involve users in the educational process by allowing freedom to interact with realistic 3D models. The project is currently in development and working to expand its content, support more languages and platforms, improve interactivity, and integrate educational tools.
This document provides an overview of the Fundamentals of Computer Programming course. It introduces the course coordinator, Dr. Deepika Sharma, and lists her qualifications. It outlines the course objectives, which include mastering computer fundamentals and Python concepts, and learning data visualization and classification algorithms. The evaluation scheme is also detailed, which assesses students through assignments, exams, projects and attendance. Key topics to be covered include computer fundamentals, Python programming, object-oriented programming, and data preprocessing.
This document provides an overview of topics to be covered in a mid-term exam for a computer graphics course. The topics include introductions and applications of computer graphics, graphics hardware and I/O devices, interactive and non-interactive computer graphics, raster and vector graphics, scan converting lines and shapes, 2D transformations, 2D viewing, and 2D zooming and panning. The document was prepared by Bahadar sher and provides his email for contact.
This document provides information about the Computer Graphics and Visualization course CSE304. It includes details like the textbook, attendance and assessment criteria, course outcomes, program outcomes, and unit-wise course content. The textbook is Computer Graphics with OpenGL by Donald Hearn et al. Assessment includes assignments, mid-term and end-term exams. The course aims to classify and apply various computer graphics tools, algorithms, and techniques for 2D and 3D transformations, projections, visibility, and curve modeling.
This document discusses multimedia hardware requirements for producing multimedia projects. It covers various multimedia sources like images, icons, sounds, videos and presentations that can be used. It also discusses important hardware components like processors, memory, storage devices, input devices and output devices. Specifically, it explains the differences between CPU and GPU, types of RAM and storage, and common input/output devices. Minimum and recommended system requirements are also provided.
This document outlines the course details for a Computer Vision course taught by Professor Ahmed Badawi. It includes the course requirements, prerequisites, textbooks, communications methods, intended learning outcomes, course evaluation criteria, and course objectives. The course aims to teach fundamental concepts and algorithms of computer vision to solve real-life problems. Topics covered include image processing techniques, feature detection, segmentation, classification, and recognition. Students will complete assignments applying these techniques and a final project involving face detection or recognition. The course uses a combination of exams, assignments, projects, and attendance for evaluation.
The document discusses the process of reverse engineering, which involves 4 main phases: 1) data acquisition using laser scanners, 2) preprocessing the data, 3) segmenting and adapting the scanned surface, and 4) creating the 3D model. Laser scanners are used to precisely and quickly acquire large amounts of data on an object's external shape through point clouds. Reverse engineering has applications in architecture, industrial/mechanical fields, criminology, accident reconstruction, healthcare, and more. The document also describes a visit from an expert who gave lessons to students on reverse engineering and demonstrated the use of a laser scanner.
This document provides guidance on questions to consider when developing a technical plan or data management plan for a research funding application. It covers four sections: (1) digital outputs and technologies used in the project; (2) technical methodology including standards, formats, hardware/software, and data processing; (3) technical support and experience; and (4) preservation, sustainability and access including preservation methods, continued access, and intellectual property considerations. The questions aim to ensure digital outputs are well-planned, fit-for-purpose, and preserved/accessible after the project ends.
The document provides an assignment brief for a BTEC Level 2 Creative Digital Media Production course. Students must complete four tasks to understand and apply digital photography techniques:
1) Research digital camera components and uses of photography in media.
2) Demonstrate photography techniques through exercises and describe their uses.
3) Develop photography concepts and take interior/exterior shots for a Manchester city guide.
4) Edit selected photos and self-evaluate their technical and creative skills.
The purpose of the lab to the latest skills required for Job opportunities in many industries . This helps faculties to develop their skills and publish papers in intenational conferences and also innovate solutions
This assignment brief provides the context and tasks for a BTEC Level 2 Creative Digital Media Production unit on digital photography. Students will produce photographs for a Manchester Evening News guide to the city. The tasks involve understanding camera components and photography techniques, taking test photos, developing concepts, conducting a photo shoot in Manchester, and reviewing their work. Students must submit blog posts, presentations, photos and evaluations as evidence to demonstrate their understanding and skills in digital photography for media products.
3D ICONS Guidelines and Case Studies, Anthony Corns, Discovery Programme3D ICONS Project
A presentation about the 3D ICONS Guidelines and Case Studies given by Anthony Corns of the Discovery Programme at the 3D ICONS workshop, Borsa Mediteranea in Pasetum.
3D ICONS has published Guidelines which cover documentation of the digitisation, modelling, online access pipeline for the creation of online 3D models of cultural heritage objects. The document includes 28 Case Studies - examples of 3D content creation by project partners across a range of monuments, architectural features and artefacts.
http://3dicons-project.eu
Loanable equipment supporting creation and dissemination for the campus commu...Shawna Sadler
The document discusses tech lending services at NCSU Libraries. It describes two service models - commodity and specialized. The commodity model aims to meet general demand through a first-come, first-served approach, while the specialized model involves determining specific needs through questions and potentially wait lists or orientations. Examples are given of interactions determining borrowers' intended uses of devices. The document also discusses a beta service model involving conversations about innovative uses and potential workshops/training.
This document summarizes the research areas and activities of Prof. In-Young Ko's lab at KAIST. The lab focuses on software engineering for dynamic environments like the web, clouds, IoT and CPS. Key research topics include adaptive software design, microservices, semantic web applications and edge cloud computing. The lab has PhD students, MS students and regularly holds meetings, conferences and gatherings to discuss projects and research.
Designing applications with multimedia capabilitiesK Senthil Kumar
The document outlines the 6 key steps to designing a multimedia application: 1) specify the business model and requirements, 2) specify user types and performance needs, 3) recommend architecture to meet performance, 4) design object architecture, 5) design workflow, and 6) design multimedia objects like text, images, audio, and video. It also provides an example case study and calculations for a virtual university application.
Chi2011 Case Study: Interactive, Dynamic SparklinesLeo Frishberg
This document describes the development of interactive sparklines to help electronic engineers debug circuits. Sparklines condense hundreds of data points into a small visual space. Initially designed for static displays, the author's team created interactive sparklines to assist with debugging circuits in real-time. Through user research, they identified engineers' needs for fast, accurate data acquisition and visualizations that quickly detect problems. The team developed iterative designs based on user feedback to refine the sparklines for interactive debugging of high-speed serial data circuits.
This document outlines the syllabus for the Analog and Digital Electronics Laboratory course for the third semester Computer Science students. It includes the vision, mission, objectives, and outcomes of both the institution and department. The syllabus covers both analog and digital circuits through 9 experiments involving components like timers, operational amplifiers, adders/subtractors, multiplexers, flip-flops, and counters. Students will design, simulate, implement, and test the circuits both in hardware and HDL. The goal is for students to apply design skills and gain practical experience with electronic components and tools.
Exploring Machine Learning for Libraries and Archives: Present and FutureBohyun Kim
The document discusses several ways machine learning (ML) could be used to enhance the work of libraries and archives. It describes projects that used ML for expediting archival processing through tasks like document segmentation and classification. It also discusses using ML to expand descriptive metadata by generating image classifiers and facilitating tagging of photograph collections. Further, it outlines a project aiming to generate and manage rich metadata for audiovisual materials at scale using ML techniques like speech recognition.
FOCUS K3D is a Coordination Action (CA) of the European Union's 7th Framework Programme which aims at promoting the adoption of best-practices for the use of semantics in 3D content modelling and processing. This flyer gives an overview of the whole project.
You can download this document at
http://www.focusk3d.eu/downloads
GAME TECHNOLOGIES USAGE FOR USERS ATTRACTION TO EDUCATIONAL RESOURCESAlexander Lavrov
The document discusses using 3D game technologies to attract users to educational resources through an online project called Vizerra. Vizerra aims to combine high-quality 3D visualizations of cultural heritage sites with detailed information on each site. It seeks to involve users in the educational process by allowing freedom to interact with realistic 3D models. The project is currently in development and working to expand its content, support more languages and platforms, improve interactivity, and integrate educational tools.
The document outlines a conference on research data in the visual arts. It discusses the objectives of the KAPTUR project to investigate the nature of research data in the visual arts, develop appropriate policies and systems, and showcase good practices. The project aims to address challenges such as the varied nature of research outputs and lack of research data management infrastructure in arts institutions. The conference will include discussions on defining research data in the arts, policy adoption, infrastructure requirements, and next steps.
The document summarizes the Jisc Managing Research Data Programme which aims to support universities in improving research data management. It discusses why managing research data is important, highlighting funder policies and the benefits of open data. It provides an overview of Jisc's activities including training projects, guidance resources, and funding for institutional infrastructure services and repositories. The presentation emphasizes the importance of institutional policies, support services, skills development and cultural change to effectively manage research data in line with funder expectations.
The document summarizes the outputs and findings of the KAPTUR project. It produced four main outputs: an environmental assessment report, technical analysis report, costing model, and pilot demonstration service. The technical analysis report analyzed 17 data management systems and recommended further analysis of four top systems. The pilot used EPrints, Figshare, and DataStage to test supporting visual arts research data. The project identified challenges for researchers in managing and preserving their data.
The document summarizes the process of raising the profile of research data management (RDM) at the University of Chichester (UCA) through their participation in the Kaptur Project. It describes conducting interviews and analysis to understand current RDM practices, developing an RDM policy through discussion and testing a repository model, and obtaining approval of the draft policy. It reflects on the project's successes in establishing RDM processes and importance of ongoing communication and collaboration around RDM.
This document summarizes Goldsmiths' efforts to develop a research data management policy. A working group was formed to review existing policies, discuss data storage and training. They drafted a policy addressing the research data lifecycle, responsibilities of researchers, and the college's role in preserving access to data. A data repository was also created. Key recommendations include identifying stakeholders, being practical, and tying the policy to the university's strategic goals. The overall aim is to improve research support through better research data management.
Dr. Robin Burgess developed a research data management policy for the Glasgow School of Art to raise awareness of the importance of managing research data. Burgess conducted interviews that found arts research data takes many complex forms and is difficult to define. A policy was created through collaboration and defined research data broadly. It addressed roles, preservation, and tools to support implementation. Challenges included building support and understanding of data management, but the policy provides guidance tailored to the arts.
The document summarizes the development of a research data management (RDM) policy at University of the Arts London (UAL). A working group was formed and conducted surveys and interviews to understand research practices and data types. They determined practice-based research has unique data needs. The group defined research data for visual arts and drafted a RDM policy. Training was provided and the policy was approved, establishing procedures for archiving research data and processes at UAL.
The document provides a template for institutions to develop business, financial, and sustainability plans to support research data management (RDM) best practices after the end of the JISC KAPTUR project. The template includes sections for background, objectives, stakeholders, strategic alignment, options appraisal, risk management, cost analysis, and evaluation. It is intended to help institutions outline how they will take RDM best practices forward and ensure ongoing support beyond the project lifespan.
This document discusses research data in the context of visual arts research. It defines research data, discusses its importance and challenges in the visual arts domain. Key points covered include the heterogeneous nature of visual arts data, principles of data curation and preservation, and the need for data management planning and assistance with archiving. Examples of types of visual arts research data are provided.
This document summarizes drivers for research data management in UK higher education, including policies from research funders like RCUK and AHRC. It also describes resources for supporting research data management, such as the Jisc Managing Research Data programme, the Digital Curation Centre (DCC), and projects funded through the Jisc programme like CAiRO and KAPTUR. The DCC provides guidance on data management planning, training, and curation best practices. Research data is broadly defined as any digital evidence used or created during the research process to generate new knowledge.
Presentation given by Robin Burgess, KAPTUR Project Officer for The Glasgow School of Art, at the DCC Roadshow Northeast Scotland, University of Dundee, 5th December 2012
Presentation given by Leigh Garrett about the KAPTUR project and the importance of effective RDM practice at the UCA RDM training workshop, 16th January 2013.
Presentation given by Anne Spalding, KAPTUR Project Officer for University for the Creative Arts as part of the UCA RDM training workshop given on 16th January 2013.
This document outlines a method for estimating the IT costs of research data management systems over 10 years. It describes costing two types of systems: an externally hosted cloud-based system (Amazon Web Services) and an internally hosted open source system. Key factors that are costed include storage, hardware, software, staffing, and annual inflation. The document also notes some limitations, such as development costs being excluded and cloud pricing changing over time. An accompanying Excel spreadsheet model allows entering storage and other variables to calculate total costs for each system.
The document summarizes the agenda and goals of the KAPTUR Project Steering Group meeting on January 8th, 2013 in London. The project aims to investigate research data in the visual arts, apply technology to support its collection and preservation, and develop policies and case studies to share best practices. The agenda covers updates on partner reports, technical demonstrations, sustainability, and conclusion of the project.
1. EXAMPLE OF OUTLINE FOR TECHNICAL PLAN KAPTUR RDM TRAINING 16.01.13
WORKSHOP DISCUSSION ON A VERY BRIEF EXAMPLE TECHNICAL PLAN
What's missing? What questions need to be asked in order to have enough
information to complete the Technical Plan?
What's potentially a warning sign for the Technical Reviewers?
Background
The AHRC applicant is an Art Historian studying sculpture by a well-known 20th-century
sculptor [insert real/fake name]. They want to visit a city in which many examples of the
sculpture is on public display, take photographs and then compile a database resource. The
database and images will then be used to inform the research question [insert example
research question]. Research outputs will be the database, digital images, and a journal
article.
Section 1: Summary of Digital Outputs and Digital Technologies
A bespoke database of images will be made freely available online. This will enable a
journal article to be written on the research topic.
Section 2: Technical Methodology
2a: Standards and Formats
JPEG images will be used.
2b: Hardware and Software
Not applicable. Researcher will use Microsoft Office Picture Manager for image
editing.
2c: Data Acquisition, Processing, Analysis and Use
Researcher will take digital photographs on their camera and send to the external
company who will produce the online database.
Section 3: Technical Support and Relevant Experience
The researcher has technical knowledge and will be supported by institutional
infrastructure.
Section 4: Preservation, Sustainability and Use
4a: Preserving Your Data
The online database will continue to exist after the end of the project.
4b: Ensuring Continued Access and Use of Your Digital Outputs
Everything will be made available for use and re-use.