This document summarizes and discusses several research projects focused on openness, sharing, and collaboration in scientific research using web 2.0 technologies. It describes projects that aim to make scientific literature and data more openly accessible and connect researchers. This includes tools for finding additional information about researchers and conference presentations, visually browsing and clustering related research papers, and a proposed open collaborative platform for sharing research data, services, and applications. The document discusses challenges and opportunities for further developing these Research 2.0 ideas.
This document discusses Research 2.0 and new approaches to research that embrace openness, data sharing, and web 2.0 applications. It presents several examples throughout history that aimed to make research more open and accessible, such as universal classification systems and digital libraries. The document then introduces two applications the authors have developed - More!, a social discovery tool for finding more information about researchers and their work, and ScienceTable, an interactive visualization tool for exploring relations between research papers and authors. Both applications aim to facilitate discovery, sharing, and understanding in academic research through open data and web technologies. The document concludes by soliciting feedback on challenges, evaluations, and potential contributions to further developing open and collaborative research platforms.
This document discusses technology-enhanced learning and multimedia. It presents several examples of augmented reality and virtual reality technologies that can be applied to education and learning experiences, including augmented reality glasses, interactive tables, and mobile applications. Videos and images are included that demonstrate different systems for integrating digital content and virtual elements into the real world in educational contexts.
Habitat, a furniture maker, used Twitter inappropriately by spamming and hijacking trending topics and current events to self-promote. This was exposed and other Twitter users retaliated by reporting Habitat's account for spam. Pantene launched a cause marketing campaign in the Philippines that misled women into joining a Facebook group for social change that was actually a front for promoting Pantene's products, angering the women who felt duped. Kenneth Cole tweeted a promotion for its spring line that hijacked the sensitive #cairo hashtag during the Egyptian revolution, receiving backlash on social media until it apologized.
1) A survey was conducted of 105 directors of French academic libraries to examine their use of informal communication tools like Facebook, Twitter, SMS, and chat applications with their teams.
2) The analysis found that while over half of the libraries used Facebook and Twitter with patrons, neither was used for internal communication. SMS was found to be a commonly used tool.
3) While "web 2.0" tools were seen as having qualities like sharing and creativity, they were also viewed as lacking depth and risking a lack of authority. If leaders embraced the benefits over the risks, these tools could help transform libraries into more collaborative "Library 2.0" organizations.
The document provides information about participating in and benefits of winning the iF Design Award. It summarizes the award categories, international jury process, and benefits including global publicity, exhibitions of winning entries, advertising tools and logos for winners, inclusion in publications and online exhibitions viewed by over 3.5 million people annually. Winning entries also gain competitive advantages from the prestigious iF label recognized worldwide as a seal of quality.
The Other 90 Percent Unlock Your Vast Untapped Potentialomoviejohn
When you unearth your truest, most talented self, you discover a wealth of opportunities. You\'ll learn
how to increase your energy, combat pressure and stress, engage your heart and gut and motivate
exceptional ingenuity and performance in yourself and in those around you.
The document discusses whether to build a website yourself using do-it-yourself (DIY) tools or hire a professional, noting that DIY options are cheaper but may require learning new skills, while professionals can build a higher-quality site quickly but at a higher cost. It provides information on common DIY website packages and factors to consider when choosing a web design professional or search engine optimization (SEO) services.
This document discusses large multi-touch displays and their technical details. It covers various touch input technologies like touchscreens, touchpads, and Wacom tablets. It also discusses multi-touch technologies like FTIR, DI, LLP, and DSI. Examples of multi-touch displays are given, including The Box, The Tabletop, and MTMini. Common multi-touch gestures like tap, drag, rotate, scale, and zoom are also listed. The document provides information on software protocols, trackers, and libraries for processing multi-touch input.
This document discusses Research 2.0 and new approaches to research that embrace openness, data sharing, and web 2.0 applications. It presents several examples throughout history that aimed to make research more open and accessible, such as universal classification systems and digital libraries. The document then introduces two applications the authors have developed - More!, a social discovery tool for finding more information about researchers and their work, and ScienceTable, an interactive visualization tool for exploring relations between research papers and authors. Both applications aim to facilitate discovery, sharing, and understanding in academic research through open data and web technologies. The document concludes by soliciting feedback on challenges, evaluations, and potential contributions to further developing open and collaborative research platforms.
This document discusses technology-enhanced learning and multimedia. It presents several examples of augmented reality and virtual reality technologies that can be applied to education and learning experiences, including augmented reality glasses, interactive tables, and mobile applications. Videos and images are included that demonstrate different systems for integrating digital content and virtual elements into the real world in educational contexts.
Habitat, a furniture maker, used Twitter inappropriately by spamming and hijacking trending topics and current events to self-promote. This was exposed and other Twitter users retaliated by reporting Habitat's account for spam. Pantene launched a cause marketing campaign in the Philippines that misled women into joining a Facebook group for social change that was actually a front for promoting Pantene's products, angering the women who felt duped. Kenneth Cole tweeted a promotion for its spring line that hijacked the sensitive #cairo hashtag during the Egyptian revolution, receiving backlash on social media until it apologized.
1) A survey was conducted of 105 directors of French academic libraries to examine their use of informal communication tools like Facebook, Twitter, SMS, and chat applications with their teams.
2) The analysis found that while over half of the libraries used Facebook and Twitter with patrons, neither was used for internal communication. SMS was found to be a commonly used tool.
3) While "web 2.0" tools were seen as having qualities like sharing and creativity, they were also viewed as lacking depth and risking a lack of authority. If leaders embraced the benefits over the risks, these tools could help transform libraries into more collaborative "Library 2.0" organizations.
The document provides information about participating in and benefits of winning the iF Design Award. It summarizes the award categories, international jury process, and benefits including global publicity, exhibitions of winning entries, advertising tools and logos for winners, inclusion in publications and online exhibitions viewed by over 3.5 million people annually. Winning entries also gain competitive advantages from the prestigious iF label recognized worldwide as a seal of quality.
The Other 90 Percent Unlock Your Vast Untapped Potentialomoviejohn
When you unearth your truest, most talented self, you discover a wealth of opportunities. You\'ll learn
how to increase your energy, combat pressure and stress, engage your heart and gut and motivate
exceptional ingenuity and performance in yourself and in those around you.
The document discusses whether to build a website yourself using do-it-yourself (DIY) tools or hire a professional, noting that DIY options are cheaper but may require learning new skills, while professionals can build a higher-quality site quickly but at a higher cost. It provides information on common DIY website packages and factors to consider when choosing a web design professional or search engine optimization (SEO) services.
This document discusses large multi-touch displays and their technical details. It covers various touch input technologies like touchscreens, touchpads, and Wacom tablets. It also discusses multi-touch technologies like FTIR, DI, LLP, and DSI. Examples of multi-touch displays are given, including The Box, The Tabletop, and MTMini. Common multi-touch gestures like tap, drag, rotate, scale, and zoom are also listed. The document provides information on software protocols, trackers, and libraries for processing multi-touch input.
This document discusses establishing an optimal framework for collaborative design processes. It examines how playing, learning, and working have blurred together with new technologies and can inform each other. Several case studies are presented that explore using crowdsourcing tools for collaborative urban design projects. The goal of the research is to analyze different size design projects and determine an optimal allocation of resources and workflow based on the project scope and use of collaborative technologies.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
Empowering user participation with converged semantic servicesAnna Fensel
Slides discussing how semantics empowers community participation. Presented at STI Innsbruck Summit at lake Garda, June 27, 2012. Credits to my present and past employers: STI Innsbruck, FTW, University of Surrey.
K-Hive is a collaboration tool that helps conference participants connect with like-minded individuals by identifying them within the conference environment. It allows for onsite collaboration and contact aggregation through a dedicated device or mobile app. The goal is to reinvigorate serendipitous connections that often get lost due to our precise and targeted interactions in the digital age. Next steps include further developing the interaction model through Amber Krishan's thesis and releasing a mobile phone app or integrated mobile service.
Chi 2001 workshop proposal on narrative techniquesJohn Thomas
This document discusses John C Thomas's background and experience in human-computer interaction research and managing knowledge socialization efforts at IBM. It raises several critical issues regarding using interactive narrative to provide educational experiences that expand perspectives on different topics. These include balancing quantitative and qualitative reasoning, incorporating scenario-based thinking, and creating interactive experiences as compelling as linear narratives. The document proposes demonstrating techniques for gathering and analyzing stories and interactive scenario training at the workshop.
The document summarizes the Worldwide ADE Institute 2016 conference held in Berlin, Germany. It includes workshops on topics such as bringing Swift Playgrounds into the classroom, delivering compelling presentations, and hands on social media concepts. Spotlight sessions are also mentioned on topics like sketchnotes for visualizing learning and the myth of the digital native. Quotes from various presenters are provided that discuss using green screens without a studio, collaborative spaces encouraging critical thinking, and artistic prototypes seeking answers to social, ecological, and economic questions.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
This document discusses a research group that studies interaction design at the intersection of social sciences and computer science. They take a research through design approach and conduct both exploratory design projects with fictional scenarios and collaborative industry projects. Their research focuses on social media and how it can catalyze new forms of relationships and sociability. They explore topics like alternative communication, sociability in constrained environments, empathy in education, and using data visualization and tangible interfaces to improve social connections. They develop applied research with design methods and theoretical foundations from fields like sociology, information science, and cognitive psychology.
The document summarizes an interview with Joe Rothermich about his education in computational intelligence. Some key points:
- Rothermich has a bachelor's degree in systems analysis and a master's degree in natural computation from the University of Birmingham.
- He was interested in pursuing more research-oriented work, which led him to study computational intelligence and bio-inspired computing.
- His education aligned well with his career path, as he worked for companies applying computational intelligence to solve real-world problems.
- He believes hands-on learning through projects is very helpful for studying computational intelligence.
This document discusses use qualities of digital designs. It proposes that use qualities are certain properties of a digital design that are experienced in its use and can describe desirable design outcomes. The document presents a map of around 20 proposed use qualities grouped into clusters related to motivation, interaction, and experience of use. Each quality is then discussed in more detail with examples to illustrate its meaning and importance. The goal is to facilitate the identification of important use qualities to help guide design and evaluate user experience.
This document provides an overview of interaction design beyond human-computer interaction. It discusses novel forms of interactive products that are embedded with computational power, such as refrigerators that provide recipes based on stored food. It also discusses augmented reality technologies that combine virtual and physical worlds. Examples of direct manipulation virtual environments and interactive virtual worlds are provided. The document discusses how representations can be dynalinked so that changes in one are reflected in another. It provides examples of aesthetically pleasing interactive products and virtual characters. Overall, the document gives a broad introduction to emerging areas of interaction design beyond traditional human-computer interaction, using examples of novel interactive products and technologies.
Design tensions: Interaction Criticism on Instagram’s Mobile InterfaceOmar Sosa-Tzec
User interfaces are continually evolving. Contemporary interfaces, particularly mobile interfaces, have developed their own design language as they have discarded skeuomorphs and metaphorical representations to support their design and introduced features not available before in desktop interfaces. Despite the pervasiveness of mobile interfaces, researchers have neglected the development of theory that accounts for how they still connect with or deviate from early interface design constructs. This paper adapts the notion of metaphorical tension to formulate and explore a new construct, design tension, which scopes an exercise of interaction criticism on Instagram's interface. As a result, this paper argues that design tension is useful to account for how interface components introduce features that are discordant to interface standards and best practices, things from the real world, and the user's belief system. It also suggests that both the method and construct can be applied to other communication design artifacts distinct from interfaces to produce intermediate-level knowledge.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
VinCo is a research project studying innovative virtual collaboration and business networks. The project is led by Anu Sivunen and includes researchers from the Virtual and Mobile Work Research Unit. The project has strong academic collaborations and connections to companies. It examines trends in collaboration and productivity in virtual environments. Methods being developed include ethnography and social network analysis in virtual worlds. Research also analyzes benefits and challenges of using 3D virtual environments in business. The project is conducting various studies including on business models in virtual worlds and land auction data. Academic papers are being published on topics including overcoming challenges of distributed teams using virtual environments.
Social Recruitment is an emerging trend because of new technology available. This well-researched guidebook can be used to assist small and large businesses...
Social Recruitment is an emerging trend because of new technology available. This well-researched guidebook can be used to assist small and large businesses in social media marketing and recruitment.
Interactive media can significantly enhance the effects of conventional advertising in the following ways:
1) Interactivity leads to greater enjoyment, comprehension, and learning about brands compared to traditional TV ads alone.
2) Interacting with advertising enhances brand perceptions and favorability more than passive TV viewing by suggesting brand qualities and delivering new information.
3) Those tempted to interact with an ad have more positive responses across measures like enjoyment and brand consideration than those just exposed to a TV ad or even an ad plus basic interactive element.
4) Well-designed trigger ads that seamlessly incorporate interactive content after the ad can drive higher interaction rates and more positive mindsets in viewers.
Ariadne harvester and validator - technical overviewBram Vandeputte
The document describes a metadata validation framework that includes a validateMetadata() method that validates metadata using different validation schemes. It supports adding new validation schemas by configuring components and schemas. Validation components extend an interface and are configured by name and properties. The framework can be integrated as a Java library or REST service. It has been implemented and configured in the ARIADNE metadata harvesting system to validate harvested metadata against different standards.
Android is an open source software stack for mobile devices that includes an operating system, middleware and key applications. It allows developers to write managed code in Java for the Dalvik virtual machine. The Android application framework provides components like activities, services and content providers that can be reused. It also supports hardware like cameras, GPS and accelerometers.
This document discusses establishing an optimal framework for collaborative design processes. It examines how playing, learning, and working have blurred together with new technologies and can inform each other. Several case studies are presented that explore using crowdsourcing tools for collaborative urban design projects. The goal of the research is to analyze different size design projects and determine an optimal allocation of resources and workflow based on the project scope and use of collaborative technologies.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
Empowering user participation with converged semantic servicesAnna Fensel
Slides discussing how semantics empowers community participation. Presented at STI Innsbruck Summit at lake Garda, June 27, 2012. Credits to my present and past employers: STI Innsbruck, FTW, University of Surrey.
K-Hive is a collaboration tool that helps conference participants connect with like-minded individuals by identifying them within the conference environment. It allows for onsite collaboration and contact aggregation through a dedicated device or mobile app. The goal is to reinvigorate serendipitous connections that often get lost due to our precise and targeted interactions in the digital age. Next steps include further developing the interaction model through Amber Krishan's thesis and releasing a mobile phone app or integrated mobile service.
Chi 2001 workshop proposal on narrative techniquesJohn Thomas
This document discusses John C Thomas's background and experience in human-computer interaction research and managing knowledge socialization efforts at IBM. It raises several critical issues regarding using interactive narrative to provide educational experiences that expand perspectives on different topics. These include balancing quantitative and qualitative reasoning, incorporating scenario-based thinking, and creating interactive experiences as compelling as linear narratives. The document proposes demonstrating techniques for gathering and analyzing stories and interactive scenario training at the workshop.
The document summarizes the Worldwide ADE Institute 2016 conference held in Berlin, Germany. It includes workshops on topics such as bringing Swift Playgrounds into the classroom, delivering compelling presentations, and hands on social media concepts. Spotlight sessions are also mentioned on topics like sketchnotes for visualizing learning and the myth of the digital native. Quotes from various presenters are provided that discuss using green screens without a studio, collaborative spaces encouraging critical thinking, and artistic prototypes seeking answers to social, ecological, and economic questions.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
This document discusses a research group that studies interaction design at the intersection of social sciences and computer science. They take a research through design approach and conduct both exploratory design projects with fictional scenarios and collaborative industry projects. Their research focuses on social media and how it can catalyze new forms of relationships and sociability. They explore topics like alternative communication, sociability in constrained environments, empathy in education, and using data visualization and tangible interfaces to improve social connections. They develop applied research with design methods and theoretical foundations from fields like sociology, information science, and cognitive psychology.
The document summarizes an interview with Joe Rothermich about his education in computational intelligence. Some key points:
- Rothermich has a bachelor's degree in systems analysis and a master's degree in natural computation from the University of Birmingham.
- He was interested in pursuing more research-oriented work, which led him to study computational intelligence and bio-inspired computing.
- His education aligned well with his career path, as he worked for companies applying computational intelligence to solve real-world problems.
- He believes hands-on learning through projects is very helpful for studying computational intelligence.
This document discusses use qualities of digital designs. It proposes that use qualities are certain properties of a digital design that are experienced in its use and can describe desirable design outcomes. The document presents a map of around 20 proposed use qualities grouped into clusters related to motivation, interaction, and experience of use. Each quality is then discussed in more detail with examples to illustrate its meaning and importance. The goal is to facilitate the identification of important use qualities to help guide design and evaluate user experience.
This document provides an overview of interaction design beyond human-computer interaction. It discusses novel forms of interactive products that are embedded with computational power, such as refrigerators that provide recipes based on stored food. It also discusses augmented reality technologies that combine virtual and physical worlds. Examples of direct manipulation virtual environments and interactive virtual worlds are provided. The document discusses how representations can be dynalinked so that changes in one are reflected in another. It provides examples of aesthetically pleasing interactive products and virtual characters. Overall, the document gives a broad introduction to emerging areas of interaction design beyond traditional human-computer interaction, using examples of novel interactive products and technologies.
Design tensions: Interaction Criticism on Instagram’s Mobile InterfaceOmar Sosa-Tzec
User interfaces are continually evolving. Contemporary interfaces, particularly mobile interfaces, have developed their own design language as they have discarded skeuomorphs and metaphorical representations to support their design and introduced features not available before in desktop interfaces. Despite the pervasiveness of mobile interfaces, researchers have neglected the development of theory that accounts for how they still connect with or deviate from early interface design constructs. This paper adapts the notion of metaphorical tension to formulate and explore a new construct, design tension, which scopes an exercise of interaction criticism on Instagram's interface. As a result, this paper argues that design tension is useful to account for how interface components introduce features that are discordant to interface standards and best practices, things from the real world, and the user's belief system. It also suggests that both the method and construct can be applied to other communication design artifacts distinct from interfaces to produce intermediate-level knowledge.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
VinCo is a research project studying innovative virtual collaboration and business networks. The project is led by Anu Sivunen and includes researchers from the Virtual and Mobile Work Research Unit. The project has strong academic collaborations and connections to companies. It examines trends in collaboration and productivity in virtual environments. Methods being developed include ethnography and social network analysis in virtual worlds. Research also analyzes benefits and challenges of using 3D virtual environments in business. The project is conducting various studies including on business models in virtual worlds and land auction data. Academic papers are being published on topics including overcoming challenges of distributed teams using virtual environments.
Social Recruitment is an emerging trend because of new technology available. This well-researched guidebook can be used to assist small and large businesses...
Social Recruitment is an emerging trend because of new technology available. This well-researched guidebook can be used to assist small and large businesses in social media marketing and recruitment.
Interactive media can significantly enhance the effects of conventional advertising in the following ways:
1) Interactivity leads to greater enjoyment, comprehension, and learning about brands compared to traditional TV ads alone.
2) Interacting with advertising enhances brand perceptions and favorability more than passive TV viewing by suggesting brand qualities and delivering new information.
3) Those tempted to interact with an ad have more positive responses across measures like enjoyment and brand consideration than those just exposed to a TV ad or even an ad plus basic interactive element.
4) Well-designed trigger ads that seamlessly incorporate interactive content after the ad can drive higher interaction rates and more positive mindsets in viewers.
Ariadne harvester and validator - technical overviewBram Vandeputte
The document describes a metadata validation framework that includes a validateMetadata() method that validates metadata using different validation schemes. It supports adding new validation schemas by configuring components and schemas. Validation components extend an interface and are configured by name and properties. The framework can be integrated as a Java library or REST service. It has been implemented and configured in the ARIADNE metadata harvesting system to validate harvested metadata against different standards.
Android is an open source software stack for mobile devices that includes an operating system, middleware and key applications. It allows developers to write managed code in Java for the Dalvik virtual machine. The Android application framework provides components like activities, services and content providers that can be reused. It also supports hardware like cameras, GPS and accelerometers.
This document discusses strategies for aggregating educational content including key technologies like metadata standards, harvesting protocols, federated search, and publishing interfaces. It describes technologies like IEEE LOM for metadata, OAI-PMH for harvesting metadata, SQI for federated search across repositories, and SPI for publishing content. Examples are given of implementing these standards and protocols in systems like the ARIADNE harvester and registry.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Android is an open source software stack for mobile devices that includes an operating system, middleware and key applications. It allows developers to write managed code in Java and offers tools for application development including an emulator, SDK and Eclipse plugin. The Android framework supports components like activities, services and content providers that communicate via intents. It uses the Dalvik VM, supports common media formats and hardware like the camera and GPS.
In this short talk I will give an overview on ideas for using new technologies such as multi touch, tabletops and more to assist researchers in various tasks. We think of it as a research suite, where we go from very small devices and displays, such as a research pod and research pad, to extremely large displays, such as research on a tabletop, wall projections or even a projection dome. Specifically in this talk I will give an example of a researchpod app and a tabletop app. More! is a mobile application that has been developed for getting more information of a researcher during a presentation at a conference. This information includes all the papers, various contact information and even the slides of the presentation currently going on. Science table, a tabletop vizualisation, is a first attempt of providing easy access to publication data in a research field by showing connections between papers and its authors in various ways.
This document discusses metadata harvesting and validation. It describes a validation service that checks metadata against an application profile using XML schema and Schematron rules. The validation service is modular and reusable. Metadata can be validated during harvesting or mapping. An online validation service demo is also presented. The harvesting component harvests metadata from external repositories using OAI-PMH, validates the metadata, and stores valid metadata in a repository while logging invalid records. Validation reports are generated after harvesting.
This document provides information about ARIADNE, a federation of online learning repositories. It discusses ARIADNE's centers located in various countries, its new members, and its relationship to other projects like GLOBE and MACE. Diagrams show how ARIADNE harvests and indexes content using open standards and interfaces with other systems through its federated search engine. The document outlines technologies used for communication, collaboration, content delivery, and more that enable online and blended learning applications.
Processing is an open-source programming language and integrated development environment (IDE) that is used for multimedia and graphical applications like animation, visual art, and interactive design. It supports multitouch input through the TUIO protocol, which allows for tracking objects on a multitouch surface. Examples are provided to demonstrate how to use TUIO for multitouch input in Processing code and in Java code that interfaces with Processing.
The document discusses setting up an Open Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) target. It covers how OAI works, harvesting metadata through a browser, and setting up an OAI-PMH target, which involves mapping metadata from a repository to the OAI-PMH service and serving the results.
The document discusses metadata harvesting and validation. It describes a validation service that checks metadata against an application profile using XML schema and Schematron rules. An online validation demo is also presented. The harvesting infrastructure uses the OAI-PMH protocol and includes components for harvesting from multiple targets, validating metadata, and generating validation reports. An ARIADNE Harvester manages the harvesting process and interfaces with repositories, validation services, and other systems.
The document provides an overview of the IEEE Learning Object Metadata standard (LOM) in three sections. It introduces LOM as a conceptual schema for describing digital and non-digital learning resources to enable interoperability across systems. The general overview section describes the standard's structure, data types, and vocabularies. The detailed structure section lists and explains the 9 categories and associated metadata elements that make up the LOM schema.
Android is a software stack for mobile devices that includes an operating system, middleware and key applications. It allows developers to write managed code in Java for the Dalvik virtual machine. The Android SDK provides tools and APIs to develop applications that use features like its application framework, SQLite database, media support and hardware integration. Developers can create Android applications by defining activities, services and content providers and connecting them with intents in the AndroidManifest file.
This document discusses metadata harvesting in repository networks. It provides an overview of the Open Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) and the ARIADNE validation service. It then describes the ARIADNE harvesting infrastructure and projects that use it like MACE, MELT, and GLOBE. These harvest metadata from multiple repositories and enrich it. The document concludes with information on implementing an OAI-PMH target to expose a repository's metadata.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
2. NOT THAT NEW...
Paul Otlet (1868-1944, B)
• “There is too much to read”...
• Universal Decimal Classification
• Mundaneum
Vannevar Bush (1890-1975)
• Memex
Jim Gray (missing...)
• Unlocking peer-reviewed literature
• PubMed for other sciences
13. MORE!
• Scenario: researcher is attending a conference presentation
and is interested in the topic and the speaker
• Problem: Finding
more information about them is currently
done in an ad hoc way
14. THE APPLICATION
• Social discovery & connecting tool
• Exposed information:
• researcher: full name, photo and affiliation
• work: paper, slides, paper and publication
list
• social
handles: Twitter, SlideShare, blog,
Delicious, Facebook, LinkedIn
19. EVALUATION
•2 scenarios
Students Researchers
• Future work Learn speaker’s work
• automatic information extraction
Easily follow ppt
from scientific papers
• automatic retrieval of Easy to use
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27. SCIENCETABLE
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Towards the Next Generation of Tabletop Gaming Experiences
Carsten Magerkurth, Maral Memisoglu, Timo Engelke, Norbert Streitz
Fraunhofer IPSI “AMBIENTE - Workspaces of the Future” Dolivostrasse 15
D-64293 Darmstadt, Germany {magerkurth, memisoglu, engelke, streitz} Tangled Interaction: On the Expressiveness
@ipsi.fraunhofer.de +49 (0) 6151/869-997
Abstract of Tangible User Interfaces
In this paper we present a novel hardware and software platform (STARS) to realize computer JOHANREDSTRO ̈M Interactive Institute
This is an analysis and exploration of a basic aesthetic issue in interaction design: how an am- bition to
augmented tabletop games that unify the strengths of traditional board games and computer design strong and persistent relations between appearance and functionality, evident in approaches such as
games. STARS game applications preserve the social situation of traditional board games and tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have
provide a tangible interface with physical playing pieces to facilitate natural interaction. The changed the relation between the object’s surface and its inter- nal complexity. To further investigate this
virtual game components offer exciting new opportunities for game design and provide richer issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential
of overloading the object’s surface by adding several layers of interaction, thus creating a kind of tangled
gaming experiences impossible to realize with traditional media. interaction.
This paper describes STARS in terms of the hardware setup and the software platform used to Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces—User-
develop and play STARS games. The interaction design within STARS is discussed and centered design; interaction styles; theory and methods; H.5.m [Information Interfaces and Presentation]:
Miscellaneous
sample games are presented with regard to their contributions to enhancing user experience. General Terms: Human Factors, Theory
Finally, real- world experiences with the platform are reported. Additional Key Words and Phrases: Aesthetics, design theory, interaction design, tangible user interfaces
Key words: Gaming, tabletop games, tangible interfaces.
Towards the Next Generation of Tabletop Gaming Experiences
Carsten Magerkurth, Maral Memisoglu, Timo Engelke, Norbert Streitz
Fraunhofer IPSI “AMBIENTE - Workspaces of the Future” Dolivostrasse 15
D-64293 Darmstadt, Germany {magerkurth, memisoglu, engelke, streitz}
@ipsi.fraunhofer.de +49 (0) 6151/869-997
Abstract
In this paper we present a novel hardware and software platform (STARS) to realize computer
augmented tabletop games that unify the strengths of traditional board games and computer
Tangled Interaction: On the Expressiveness games. STARS game applications preserve the social situation of traditional board games and
provide a tangible interface with physical playing pieces to facilitate natural interaction. The
of Tangible User Interfaces virtual game components offer exciting new opportunities for game design and provide richer
JOHANREDSTRO ̈M Interactive Institute gaming experiences impossible to realize with traditional media.
This is an analysis and exploration of a basic aesthetic issue in interaction design: how an am- bition to
design strong and persistent relations between appearance and functionality, evident in approaches such as This paper describes STARS in terms of the hardware setup and the software platform used to
tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have develop and play STARS games. The interaction design within STARS is discussed and
changed the relation between the object’s surface and its inter- nal complexity. To further investigate this sample games are presented with regard to their contributions to enhancing user experience.
issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential
of overloading the object’s surface by adding several layers of interaction, thus creating a kind of tangled
Finally, real- world experiences with the platform are reported.
interaction. Key words: Gaming, tabletop games, tangible interfaces.
Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces—User-
centered design; interaction styles; theory and methods; H.5.m [Information Interfaces and Presentation]:
Miscellaneous
General Terms: Human Factors, Theory
Additional Key Words and Phrases: Aesthetics, design theory, interaction design, tangible user interfaces
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