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Jack Park

Semantic Web Patterns: A Guide to Semantic Technologies - ReadWriteWeb - 0 views

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    In this article, we'll analyze the trends and technologies that power the Semantic Web. We'll identify patterns that are beginning to emerge, classify the different trends, and peak into what the future holds.
Jack Park

EtherPad: Realtime Collaborative Text Editing - 0 views

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    The perfect way to collaborate on a text document and keep everyone literally on the same page.
Jack Park

http://www.openk.org - 0 views

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    What is the OpenKnowledge project? In a nutshell, OpenKnowledge is a system which allows peers on an arbitrarily large peer-to-peer network to interact productively with one another without any global agreements or pre-run-time knowledge of who to interact with or how interactions will proceed. Any kind of service (e.g., a WSDL service) can become a peer or else we provide facilities for users to easily create their own peer, by sharing existing code or writing their own.
Jack Park

Work Ranters: Diggers revolt to replace old spammers with new ones - 0 views

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    There's a huge debate going on at Digg right now about limiting the influence of the top users. I support that effort 100%. Many sensible suggestions were offered, such as limiting number of diggs per day, taking away the shout system, or completely discount votes from close friends.
Jack Park

Gao - 0 views

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    The purpose of this study was to improve the quality of students' online discussion of assigned readings in an online course. To improve the focus, depth, and connectedness of online discussion, the first author designed a text-focused Wiki that simultaneously displayed the assigned reading and students' comments side by side in adjacent columns. In the text-focused Wiki, students were able to read the assigned text in the left column and type their comments or questions in the right column adjacent to the sentence or passage that sparked their interest. In post-participation surveys, data were gathered about students' experiences in the text-focused Wiki and prior experiences in threaded discussion forums. Students reported more focus, depth, flow, idea generation, and enjoyment in the text-focused Wiki.
Jack Park

Kudesia - 0 views

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    This paper not only shares the designing and implementation challenges faced by the KnowGenesis team, but also presents the approach used to match the user requirements with the Library design. Based on the lessons learned during the process, the paper also presents specific set of guidelines and recommends methodologies that can provide critical assistance for developing and managing medium and large-scale repositories.
Jack Park

Allen - 0 views

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    The recent announcement by Microsoft of a bid to acquire Yahoo! in a hostile takeover provides stark evidence of the continuing complexity of the intersection of computing and media businesses battling for dominance in the global market. Just as in the case of Time-Warner and AOL (Klein, 2003), the proposed Microsoft-Yahoo! deal is about convergence. The big difference, however, is the new context of threats and opportunities which have led to Redmond's latest effort to deploy its legendary financial muscle in pursuit of corporate goals of market domination. This difference emerges from changing conditions of networked media-computing which are in part associated with the rise of Web 2.0 and which provide an essential clue to understanding why Web 2.0 occupies such an important position in contemporary thinking about the Internet. As I will explain in this paper, Web 2.0 can itself be understood fully only by locating its emergence and significance within the broad movement of convergence of old and new media forms.
Jack Park

Jarrett - 0 views

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    Central to Web 2.0 is the requirement for interactive systems to enable the participation of users in production and social interaction. Consequently, in order to critically explore the Web 2.0 phenomenon it is important to explore the relationship of interactivity to social power. This study firstly characterises interactivity in these media using Barry's (2001) framework differentiating interactivity from disciplining technologies as defined by Foucault. Contrary to Barry's model though, the analysis goes on to explore how interactivity may indeed function as a disciplining technology within the framework of a neoliberal political economy.
Jack Park

TAPIR project web site - 0 views

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    TAPIR started up as a research project in June 2001. In 2002 the project is sponsored by NORDINFO and the Research Council of The Danish Ministry of Culture. TAPIR aims at investigating the potentials of applying the diversity of cognitive representations pointing to scientific full-text documents following the principle of poly-representation. Poly-representation (or multi evidence) implies to utilize the cognitively different overlapping interpretations, also over time, made by different actors participating in interactive IR. Such cognitive overlaps derive, for instance, from the authors own perceptions of their work (titles, full-text terms), from human indexing (e.g. descriptors), or from citations given to the work by other authors. The assumption is that the more cognitively different the representations simultaneously pointing to a document are, the higher is the probability that the document is relevant to a given set of criteria.
Jack Park

Stvilia - 0 views

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    To manage information quality (IQ) effectively, one needs to know how IQ changes over time, what causes it to change, and whether the changes can be predicted. In this paper we analyze the structure of IQ change in Wikipedia, an open, collaborative general encyclopedia. We found several patterns in Wikipedia's IQ process trajectories and linked them to article types. Drawing on the results of our analysis, we develop a general model of IQ change that can be used for reasoning about IQ dynamics in many different settings, including traditional databases and information repositories.
Jack Park

Volume 13 Number 8 - 4 August 2008 - 0 views

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    WebWise 2.0: The Power of Community: Selected papers from the Ninth Annual WebWise Conference on Libraries and Museums
Jack Park

Taylor - 0 views

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    This article explores relationships between players and the owners of the massively multiplayer online games (MMOG) they inhabit. Much of the language around these large scale communities currently focuses on "management." Viewing these complex social systems as essentially mechanical in nature has led to a preoccupation with creating or retrofitting systems which can be constantly monitored, tuned, regulated, and controlled. Though the language often turns to things like "cheating," "griefing," and "disruption of the magic circle," the underlying anxiety about unruliness, transgressiveness, and the emergent nature of these spaces as sites of culture needs to be more fully addressed, as well as the early formulations of the "imagined player" that shape the design process. Players are central productive agents in game culture and more progressive models are needed for understanding and integrating their work in these spaces. Drawing on the long tradition of participatory design this piece explores some alternative frameworks for understanding the designer/player relationship are proposed.
Jack Park

Ludium 2: Synthetic Worlds Congress - 0 views

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    A Declaration of Virtual World Policy made by representatives of law, industry, and academia, assembled in full and free convention as the first Synthetic Worlds Congress.
Jack Park

Grimes - 0 views

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    Virtual worlds are governed not only by the source code used to develop the world, but also by civil code documents that establish a governance structure that constrains the interactions of users of the virtual world and regulates relationships among stakeholders of the virtual world. While previous research has examined specific aspects of these documents, this paper analyzes these governing documents as a totality. By examining the totality of and the interplay among the governing documents of a number of established social worlds, this paper seeks to discover insights that can prove valuable both for scholarly understanding of social world governance and for the various stakeholders of social worlds. Following this analysis, the paper offers a set of policy recommendations and considerations to facilitate the development of governing documents that more democratically and equally serve the needs and rights of all stakeholders in virtual worlds. The paper concludes that virtual worlds and their governing documents are boundary objects with agency, in that they are the result of interactions among stakeholder groups and in turn reshape the relationships among those stakeholder groups.
Jack Park

Holmberg - 0 views

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    A course in information studies was partly held in the virtual world of Second Life. Second Life was used as a platform to deliver lectures and as a place for organizing group assignments and having discussions. Students' opinions about Second Life were studied and compared to their opinions about more traditional methods in education. The results show a lower threshold for participation in lectures. According to the students, Second Life should not replace face-to-face education, but it could serve as an excellent addition to other more traditional methods and platforms used in education. The students also considered that lectures held in Second Life were much more "fun" than those using other methods. This particular aspect, and its effect on learning outcomes, requires further research. This research demonstrates that Second Life has potential as a learning environment in distance education.
Jack Park

Friesen - 0 views

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    Wikipedia, the free online encyclopedia, has challenged the way that reference works are used and understood, and even the way that the collective enterprise of knowledge construction and circulation is itself conceptualized. The article presents an ethnographic study of Wikiversity, an educationally-oriented sister project to Wikipedia. It begins by providing an overview of the orientations and aims of Wikiversity, which seeks to provide for participants both open educational contents and an open educational community. It then undertakes a detailed examination of this project's emerging, overlapping communities and cultures by providing descriptions produced through a combination of ethnographic techniques. These descriptions focus on the experiences of a participant-observer in the context of an 11-week course developed and delivered via Wikiversity, titled Composing Free and Open Online Educational Resources. These descriptions are discussed and interpreted through reference to qualitative studies of the more developed dynamics of the Wikipedia effort - allowing this study to trace the possible trajectories for the future development of the fledgling Wikiversity project. In this way, this paper investigates the communal and cultural dynamics of an undertaking that - should it meet only with a fraction of Wikipedia's success - will be of obvious significance to education generally.
Jack Park

Ehmann - 0 views

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    This exploratory study examines the relationships between article and Talk page contributions and their effect on article quality in Wikipedia. The sample consisted of three articles each from the hard sciences, soft sciences, and humanities, whose talk page and article edit histories were observed over a five-month period and coded for contribution types. Richness and neutrality criteria were then used to assess article quality and results were compared within and among subject disciplines. This study reveals variability in article quality across subject disciplines and a relationship between Talk page discussion and article editing activity. Overall, results indicate the initial article creator's critical role in providing a framework for future editing as well as a remarkable stability in article content over time.
Jack Park

Sluijs - 0 views

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    The present research analyses the 'social visualization' tool Sense.us, a commercial interactive Web application in which U.S. Census data are visualized. Sense.us was developed as a tool for social data exploration and interaction, in which it would be worthwhile to pay attention to the socio-cultural values that have driven the collection and categorization of the underlying U.S. Census datasets. It is argued that closer attention to value driven U.S. Census statistics would greatly enhance the social appeal of Sense.us, and would be a logical next step in the development of online social visualization tools. In order to allow for explicit socio-cultural values of statistics in online visualizations, three strategies are offered: pro-active annotation; more attention to visual aesthetics; and, a tighter integration of user profiles and represented data.
Jack Park

Simon - 0 views

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    This paper surveys information architecture in the context of digital libraries. Key concepts are defined as well as common attributes of information architectures in general. Communications standards - including hybrid TCP/IP-OSI, CORBA, and Web services - are explored, as well as the history of information architecture and related models. A number of digital library projects are analyzed with a focus on their distinct architectures. The key role of information architecture in the design and development of the twenty-first century digital library is detailed throughout.
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