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Aman Khani

3 Sharp Reasons Why Collaborative Communication Adds To Your Bottomline - 1 views

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    Standard phone calls and net connectivity is simply not enough to keep in touch with internal teams, and neither with your market. It has to be a real life, constant communicability experience that Unified communication provides.
Todd Suomela

SAO/NASA ADS: ADS Home Page - 0 views

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    The SAO/NASA Astrophysics Data System (ADS) is a Digital Library portal for researchers in Astronomy and Physics, operated by the Smithsonian Astrophysical Observatory (SAO) under a NASA grant. The ADS maintains three bibliographic databases containing more than 6.9 million records: Astronomy and Astrophysics, Physics, and arXiv e-prints. The main body of data in the ADS consists of bibliographic records, which are searchable through highly customizable query forms, and full-text scans of much of the astronomical literature which can be browsed or searched via our full-text search interface. Integrated in its databases, the ADS provides access and pointers to a wealth of external resources, including electronic articles, data catalogs and archives. We currently have links to over 7.6 million records maintained by our collaborators.
Todd Suomela

ISHPSSB - 0 views

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    The International Society for History, Philosophy, and Social Studies of Biology (ISHPSSB) brings together scholars from diverse disciplines, including the life sciences as well as history, philosophy, and social studies of science. ISHPSSB summer meetings are known for innovative, transdisciplinary sessions, and for fostering informal, co-operative exchanges and on-going collaborations.
Todd Suomela

Apomediation - P2P Foundation - 0 views

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    Apomediation is a new scholarly socio-technological term that characterizes the process of disintermediation (intermediaries are middlemen or "gatekeeper", e.g. health professionals giving "relevant" information to a patient, and disintermediation means to bypass them), whereby the former intermediaries are functionally replaced by apomediaries, i.e. network/group/collaborative filtering processes [Eysenbach, 2008 [WebCite] and 2007b]. The difference between an intermediary and an apomediary is that an intermediary stands "in between" (latin: inter- means "in between") the consumer and information/service, i.e. is absolutely necessary to get a specific information/service. In contrast, apomediation means that there are agents (people, tools) which "stand by" (latin: apo- means separate, detached, away from) to guide a consumer to high quality information/services/experiences, without being a prerequisite to obtain that information/service in the first place. The switch from an intermediation model to an apomediation model has broadimplications for example for the way people judge credibility, as hypothesized and elaborated in more detail elsewhere [
thinkahol *

Rachel Botsman: The case for collaborative consumption | Video on TED.com - 0 views

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    At TEDxSydney, Rachel Botsman says we're "wired to share" -- and shows how websites like Zipcar and Swaptree are changing the rules of human behavior.
thinkahol *

EPFL spinoff turns thousands of 2D photos into 3D images | KurzweilAI - 0 views

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    Researchers in EPFL's Computer Vision Laboratory developed a computer-based modeling service that generates a 3D image from up to thousands of 2D shots, with all the processing done in the cloud. Since April, the EPFL startup Pix4D has been offering the modeling service with a fourth dimension: time. Now, individuals and small businesses looking for fast, cheap, large-scale 3D models can get them without investing in heavy processing, the company states. With Pix4D, users upload a series of photos of an object, and within 30 minutes they have a 3D image. The software defines "points of interest" from among the photos, or common points of high-contrast pixels. Next, the program pastes the images together seamlessly by matching up the points of interest. Much in the same way our two eyes work together to calculate depth, the software computes the distance and angle between two or more photos and lays the image over the model appropriately, creating a highly accurate 3D model that avoids the time intensive, "point by point" wireframe method. With Pix4D's 3D models, you can navigate in all directions as well as change the date on a timeline to see what a place looked like at different times of the year. The company is collaborating with several drone makers (including another EPFL startup,senseFly) to market their software as a package with senseFly's micro aerial vehicles, or autonomous drones. Pix4D's time element avoids waiting for Google to update its satellite data or for an expensive plane to fly by and take high-resolution photos. Farmers, for example, can now send relatively inexpensive flying drones into the air to take pictures as often as they like, allowing them to survey the evolution of their crops over large distances and long periods of time. And since the calculations are done on a cloud server, the client doesn't need a powerful computer of his or her own.
thinkahol *

Mind-reading car could drive you round the bend | Technology | The Guardian - 0 views

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    Nissan collaborates with Swiss scientists to develop interface between man and machine, saying it will help road safety
thinkahol *

Microsoft offers a glimpse into the future of productivity | KurzweilAI - 1 views

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    Microsoft has posted an awesome new concept video with some ubercool new interfaces that could be here in five to ten years, estimates Kurt DelBene, President, Microsoft Office Division. That sounds a bit conservative. "All of the ideas in the video are based on real technology," he said. "Some of the capabilities, such as speech recognition, real time collaboration, and data visualization, already exist today. Others are not yet available in specific products, but represent active research and development happening at Microsoft and other companies." "Other companies" … hmm, some of the concepts look a bit like Nokia's visionary Morph concept tech  (see the video at the bottom of this post and our 2010 news item).
thinkahol *

Citizen Scientist 2.0 - 1 views

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    What does the future of science look like? About a year ago, I was asked this question. My response then was: Transdisciplinary collaboration. Researchers from a variety of domains-biology, philosophy, psychology, neuroscience, economics, law-all coming together, using inputs from each specialized area to generate the best comprehensive solutions to society's more persistent problems. Indeed, it appears as if I was on the right track, as more and more academic research departments, as well as industries, are seeing the value in this type of partnership. Now let's take this a step further. Not only do I think we will be relying on inputs from researchers and experts from multiple domains to solve scientific problems, but I see society itself getting involved on a much more significant level as well. And I don't just mean science awareness. I'm talking about actually participating in the research itself. Essentially, I see a huge boom in the future for Citizen Science.
Esther Jarrell

Augmented Reality Software Market by Software Function - 2022 | MarketsandMarkets - 0 views

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    Augmented Reality Software Market by Software Function (Remote Collaboration, Workflow Optimization), Vertical (Consumer, Commercial, Enterprise, Medical, Aerospace & Defense, Mining, Telecom & IT/Data Centers), and Geography - Global Forecast to 2022 https://www.marketsandmarkets.com/Market-Reports/augmented-reality-software-market-214655476.html
Todd Suomela

The Back Page - 0 views

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    The Future of Science: Building a Better Collective Memory By Michael A. Nielsen
Todd Suomela

Human Computer Interaction (HCI) by John M. Carroll - Interaction-Design.org: HCI, Usab... - 0 views

  • The challenge of personal computing became manifest at an opportune time. The broad project of cognitive science, which incorporated cognitive psychology, artificial intelligence, linguistics, cognitive anthropology, and the philosophy of mind, had formed at the end of the 1970s. Part of the programme of cognitive science was to articulate systematic and scientifically-informed applications to be known as "cognitive engineering". Thus, at just the point when personal computing presented the practical need for HCI, cognitive science presented people, concepts, skills, and a vision for addressing such needs. HCI was one of the first examples of cognitive engineering. Other historically fortuitous developments contributed to establishment of HCI. Software engineering, mired in unmanageable software complexity in the 1970s, was starting to focus on nonfunctional requirements, including usability and maintainability, and on non-linear software development processes that relied heavily on testing. Computer graphics and information retrieval had emerged in the 1970s, and rapidly came to recognize that interactive systems were the key to progressing beyond early achievements. All these threads of development in computer science pointed to the same conclusion: The way forward for computing entailed understanding and better empowering users.
  • One of the most significant achievements of HCI is its evolving model of the integration of science and practice. Initially this model was articulated as a reciprocal relation between cognitive science and cognitive engineering. Later, it ambitiously incorporated a diverse science foundation, notably Activity Theory, distributed cognition, and ethnomethodology, and a culturally embedded conception of human activity, including the activities of design and technology development. Currently, the model is incorporating design practices and research across a broad spectrum. In these developments, HCI provides a blueprint for a mutual relation between science and practice that is unprecedented.
  • In the latter 1980s and early 1990s, HCI assimilated ideas from Activity Theory, distributed cognition, and ethnomethodology. This comprised a fundamental epistemological realignment. For example, the representational theory of mind, a cornerstone of cognitive science, is no longer axiomatic for HCI science. Information processing psychology and laboratory user studies, once the kernel of HCI research, became important, but niche areas. The most canonical theory-base in HCI now is socio-cultural, Activity Theory. Field studies became typical, and eventually dominant as an empirical paradigm. Collaborative interactions, that is, groups of people working together through and around computer systems (in contrast to the early 1980s user-at-PC situation) have become the default unit of analysis. It is remarkable that such fundamental realignments were so easily assimilated by the HCI community.
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