Closing Information Gaps with Need-Driven Knowledge Sharing
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Proceedings of the 11Th International Symposium on Open Collaboration
Proceedings of the 11th International Symposium on Open Collaboration August 19-21, 2015 San Francisco, California, U.S.A. General chair: Dirk Riehle, Friedrich-Alexander University Erlangen-Nürnberg Research track chairs: Kevin Crowston, Syracuse University Carlos Jensen, Oregon State University Carl Lagoze, University of Michigan Ann Majchrzak, University of Southern California Arvind Malhotra, University of North Carolina at Chapel Hill Claudia Müller-Birn, Freie Universität Berlin Gregorio Robles, Universidad Rey Juan Carlos Aaron Shaw, Northwestern University Sponsors: Wikimedia Foundation Google Inc. University of California Berkeley In-cooperation: ACM SIGSOFT ACM SIGWEB Fiscal sponsor: The John Ernest Foundation The Association for Computing Machinery 2 Penn Plaza, Suite 701 New York New York 10121-0701 ACM COPYRIGHT NOTICE. Copyright © 2014 by the Association for Computing Machin- ery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be hon- ored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept., ACM, Inc., fax +1 (212) 869-0481, or [email protected]. For other copying of articles that carry a code at the bottom of the first or last page, copying is permitted provided that the per-copy fee indicated in the code is paid through the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, +1-978-750-8400, +1-978-750- 4470 (fax). -
Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Building a Scalable Index and a Web Search Engine for Music on the Internet Using Open Source Software
Department of Information Science and Technology Building a Scalable Index and a Web Search Engine for Music on the Internet using Open Source software André Parreira Ricardo Thesis submitted in partial fulfillment of the requirements for the degree of Master in Computer Science and Business Management Advisor: Professor Carlos Serrão, Assistant Professor, ISCTE-IUL September, 2010 Acknowledgments I should say that I feel grateful for doing a thesis linked to music, an art which I love and esteem so much. Therefore, I would like to take a moment to thank all the persons who made my accomplishment possible and hence this is also part of their deed too. To my family, first for having instigated in me the curiosity to read, to know, to think and go further. And secondly for allowing me to continue my studies, providing the environment and the financial means to make it possible. To my classmate André Guerreiro, I would like to thank the invaluable brainstorming, the patience and the help through our college years. To my friend Isabel Silva, who gave me a precious help in the final revision of this document. Everyone in ADETTI-IUL for the time and the attention they gave me. Especially the people over Caixa Mágica, because I truly value the expertise transmitted, which was useful to my thesis and I am sure will also help me during my professional course. To my teacher and MSc. advisor, Professor Carlos Serrão, for embracing my will to master in this area and for being always available to help me when I needed some advice. -
Understanding the Challenges of Collaborative Evidence-Based
Do you have a source for that? Understanding the Challenges of Collaborative Evidence-based Journalism Sheila O’Riordan Gaye Kiely Bill Emerson Joseph Feller Business Information Business Information Business Information Business Information Systems, University Systems, University Systems, University Systems, University College Cork, Ireland College Cork, Ireland College Cork, Ireland College Cork, Ireland [email protected] [email protected] [email protected] [email protected] ABSTRACT consumption has evolved [25]. There has been a move WikiTribune is a pilot news service, where evidence-based towards digital news with increasing user involvement as articles are co-created by professional journalists and a well as the use of social media platforms for accessing and community of volunteers using an open and collaborative discussing current affairs [14,39,43]. As such, the boundaries digital platform. The WikiTribune project is set within an are shifting between professional and amateur contributions. evolving and dynamic media landscape, operating under Traditional news organizations are adding interactive principles of openness and transparency. It combines a features as participatory journalism practices rise (see [8,42]) commercial for-profit business model with an open and the technologies that allow citizens to interact en masse collaborative mode of production with contributions from provide new avenues for engaging in democratic both paid professionals and unpaid volunteers. This deliberation [19]; the “process of reaching reasoned descriptive case study captures the first 12-months of agreement among free and equal citizens” [6:322]. WikiTribune’s operations to understand the challenges and opportunities within this hybrid model of production. We use With these changes, a number of challenges have arisen. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Using Shape Expressions (Shex) to Share RDF Data Models and to Guide Curation with Rigorous Validation B Katherine Thornton1( ), Harold Solbrig2, Gregory S
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Repositorio Institucional de la Universidad de Oviedo Using Shape Expressions (ShEx) to Share RDF Data Models and to Guide Curation with Rigorous Validation B Katherine Thornton1( ), Harold Solbrig2, Gregory S. Stupp3, Jose Emilio Labra Gayo4, Daniel Mietchen5, Eric Prud’hommeaux6, and Andra Waagmeester7 1 Yale University, New Haven, CT, USA [email protected] 2 Johns Hopkins University, Baltimore, MD, USA [email protected] 3 The Scripps Research Institute, San Diego, CA, USA [email protected] 4 University of Oviedo, Oviedo, Spain [email protected] 5 Data Science Institute, University of Virginia, Charlottesville, VA, USA [email protected] 6 World Wide Web Consortium (W3C), MIT, Cambridge, MA, USA [email protected] 7 Micelio, Antwerpen, Belgium [email protected] Abstract. We discuss Shape Expressions (ShEx), a concise, formal, modeling and validation language for RDF structures. For instance, a Shape Expression could prescribe that subjects in a given RDF graph that fall into the shape “Paper” are expected to have a section called “Abstract”, and any ShEx implementation can confirm whether that is indeed the case for all such subjects within a given graph or subgraph. There are currently five actively maintained ShEx implementations. We discuss how we use the JavaScript, Scala and Python implementa- tions in RDF data validation workflows in distinct, applied contexts. We present examples of how ShEx can be used to model and validate data from two different sources, the domain-specific Fast Healthcare Interop- erability Resources (FHIR) and the domain-generic Wikidata knowledge base, which is the linked database built and maintained by the Wikimedia Foundation as a sister project to Wikipedia. -
Classifying Wikipedia Article Quality with Revision History Networks
Classifying Wikipedia Article Quality With Revision History Networks Narun Raman∗ Nathaniel Sauerberg∗ Carleton College Carleton College [email protected] [email protected] Jonah Fisher Sneha Narayan Carleton College Carleton College [email protected] [email protected] ABSTRACT long been interested in maintaining and investigating the quality We present a novel model for classifying the quality of Wikipedia of its content [4][6][12]. articles based on structural properties of a network representation Editors and WikiProjects typically rely on assessments of article of the article’s revision history. We create revision history networks quality to focus volunteer attention on improving lower quality (an adaptation of Keegan et. al’s article trajectory networks [7]), articles. This has led to multiple efforts to create classifiers that can where nodes correspond to individual editors of an article, and edges predict the quality of a given article [3][4][18]. These classifiers can join the authors of consecutive revisions. Using descriptive statistics assist in providing assessments of article quality at scale, and help generated from these networks, along with general properties like further our understanding of the features that distinguish high and the number of edits and article size, we predict which of six quality low quality Wikipedia articles. classes (Start, Stub, C-Class, B-Class, Good, Featured) articles belong While many Wikipedia article quality classifiers have focused to, attaining a classification accuracy of 49.35% on a stratified sample on assessing quality based on the content of the latest version of of articles. These results suggest that structures of collaboration an article [1, 4, 18], prior work has suggested that high quality arti- underlying the creation of articles, and not just the content of the cles are associated with more intense collaboration among editors article, should be considered for accurate quality classification. -
Gaming in the Classroom: the Next Big Thing Or Hogwash?
Gaming in the Classroom: The Next Big Thing or Hogwash? Ryan Leach This paper was completed and submitted in partial fulfillment of the Master Teacher Program, a 2-year faculty professional development program conducted by the Center for Faculty Excellence, United States Military Academy, West Point, NY, 2019. Even as a child, gaming always fascinated me. Much like reading, gaming allows the gamer to be transported to an alternate reality or timeline in which the fantastic was not only possible, but probable. Even in the late 1980s and early 1990s the promise of video gaming was fantastic. Long gone were the days of simplistic games such as Pong and Donkey Kong representing the zenith of electronic entertainment. As time progressed, so did the complexity of gaming hardware.1 For example, the grandfather of all personal gaming electronic devices, the Atari 6500 series, launched on a then impressive 128 bytes of ram.2 By comparison, Microsoft’s current console, the Xbox One has 1.2e+10 bytes of ram.3 Once crude, simplistic, and shallow, gaming devices had transformed into modern marvels of computer engineering and design. In parallel to the rapid advanced in computer hardware, computer software experienced a golden age as well. What were once crude approximations of relatively simple things, such as Pong’s emulation of two dimensional ping pong, were supplanted by (seemingly) living, breathing, evolving worlds a-la Bethesda Softworks’ Skyrim or Rockstar’s Grand Theft Auto series. Over the course of several decades gaming had had evolved into something far more complex, deep, and rewarding. -
Arxiv:1910.13561V1 [Cs.LG] 29 Oct 2019 E-Mail: [email protected] M
Noname manuscript No. (will be inserted by the editor) A Heuristically Modified FP-Tree for Ontology Learning with Applications in Education Safwan Shatnawi · Mohamed Medhat Gaber ∗ · Mihaela Cocea Received: date / Accepted: date Abstract We propose a heuristically modified FP-Tree for ontology learning from text. Unlike previous research, for concept extraction, we use a regular expression parser approach widely adopted in compiler construction, i.e., deterministic finite automata (DFA). Thus, the concepts are extracted from unstructured documents. For ontology learning, we use a frequent pattern mining approach and employ a rule mining heuristic function to enhance its quality. This process does not rely on predefined lexico-syntactic patterns, thus, it is applicable for different subjects. We employ the ontology in a question-answering system for students' content-related questions. For validation, we used textbook questions/answers and questions from online course forums. Subject experts rated the quality of the system's answers on a subset of questions and their ratings were used to identify the most appropriate automatic semantic text similarity metric to use as a validation metric for all answers. The Latent Semantic Analysis was identified as the closest to the experts' ratings. We compared the use of our ontology with the use of Text2Onto for the question-answering system and found that with our ontology 80% of the questions were answered, while with Text2Onto only 28.4% were answered, thanks to the finer grained hierarchy our approach is able to produce. Keywords Ontologies · Frequent pattern mining · Ontology learning · Question answering · MOOCs S. Shatnawi College of Applied Studies, University of Bahrain, Sakhair Campus, Zallaq, Bahrain E-mail: [email protected] M. -
Building Dialogue Structure from Discourse Tree of a Question
The Workshops of the Thirty-Second AAAI Conference on Artificial Intelligence Building Dialogue Structure from Discourse Tree of a Question Boris Galitsky Oracle Corp. Redwood Shores CA USA [email protected] Abstract ed, chat bot’s capability to maintain the cohesive flow, We propose a reasoning-based approach to a dialogue man- style and merits of conversation is an underexplored area. agement for a customer support chat bot. To build a dia- When a question is detailed and includes multiple sen- logue scenario, we analyze the discourse tree (DT) of an ini- tences, there are certain expectations concerning the style tial query of a customer support dialogue that is frequently of an answer. Although a topical agreement between ques- complex and multi-sentence. We then enforce what we call tions and answers have been extensively addressed, a cor- complementarity relation between DT of the initial query respondence in style and suitability for the given step of a and that of the answers, requests and responses. The chat bot finds answers, which are not only relevant by topic but dialogue between questions and answers has not been thor- also suitable for a given step of a conversation and match oughly explored. In this study we focus on assessment of the question by style, argumentation patterns, communica- cohesiveness of question/answer (Q/A) flow, which is im- tion means, experience level and other domain-independent portant for a chat bots supporting longer conversation. attributes. We evaluate a performance of proposed algo- When an answer is in a style disagreement with a question, rithm in car repair domain and observe a 5 to 10% im- a user can find this answer inappropriate even when a topi- provement for single and three-step dialogues respectively, in comparison with baseline approaches to dialogue man- cal relevance is high. -
The Gamification Spectrum Share This Whitepaper
The Gamification Spectrum share this whitepaper Contents 1 Introduction to Gamification 2 What is the Gamification Spectrum? 4 The Nine Patterns 10 Scale & Sustainability 13 Learning from the Gaming World 16 Conclusion Lithium builds trusted relationships between the world’s best brands and their customers, helping people get answers and share their experiences. We provide one platform to manage your Total Community: Understand your most valuable and lithium.com | © Lithium Technologies, Inc. All Rights Reserved. 2 share this whitepaper Introduction to Gamification Gamification is applying the science and psychology of In this paper, we take a deeper dive into what our Chief gaming in a non-game context to motivate and reward your Scientist, Dr. Michael Wu, has patented as the “Gamification customers to perform certain desired behaviors. For example, Spectrum”―a continuum of gamification techniques that can if you want them to contribute more content on your online help you choose the right gamification plan for your customers, community, you may offer badges for those who contribute a depending on the behaviors you want to drive. certain number of posts; or they may work to level up to the We have curated the following content from Dr. Wu’s blog, next reward that provides recognition among other players The Science of Social, to synthesize all the insights from the for their expertise, skill, etc. There are many types of entire Gamification Spectrum series into one paper. gamification techniques. Gamification is one of the most proven ways to engage community members and keep them coming back for more. However, there are important scientific principles behind the strategy of gamification that impact whether or not gamification proves to be successful for your community and brand.