5 resultados para computer forensics tools
em JISC Information Environment Repository
Resumo:
Brickwork Lecturer Chris Holland has created a resource that allows students to lay bricks on a computer screen. The former bricklayer has used the ActivInspire suite on the Promethean interactive whiteboard to draw various types of bricks, as well as other interactive tools from the building site. Students are now more engaged in the classroom as they can practise cavity walling, block work, and setting walls on foundation before they get out in the workplace. Learners using the resource range from 14–16-year-old school students and full-time 16–19-year-olds completing Diplomas in brickwork to apprentices completing NVQs.
Resumo:
John Latham, International Projects Co-ordinator at Lancaster and Morecambe College (LMC), got involved with the project Serious Computer Games as a Teaching Tool (SCOGATT) after using the game EnerCities with his students. The web based platform at www.scogatt.eu serves as a One Stop Toolkit for vocational teachers and trainers who want to use serious computer games (SCG) in their teaching environments but might need a helping hand. There they will be able to find a compendium of serious games, SCOGATT pilot results, teacher reports and the exemplar games, EnerCities.
Resumo:
For sign languages used by deaf communities, linguistic corpora have until recently been unavailable, due to the lack of a writing system and a written culture in these communities, and the very recent advent of digital video. Recent improvements in video and computer technology have now made larger sign language datasets possible; however, large sign language datasets that are fully machine-readable are still elusive. This is due to two challenges. 1. Inconsistencies that arise when signs are annotated by means of spoken/written language. 2. The fact that many parts of signed interaction are not necessarily fully composed of lexical signs (equivalent of words), instead consisting of constructions that are less conventionalised. As sign language corpus building progresses, the potential for some standards in annotation is beginning to emerge. But before this project, there were no attempts to standardise these practices across corpora, which is required to be able to compare data crosslinguistically. This project thus had the following aims: 1. To develop annotation standards for glosses (lexical/word level) 2. To test their reliability and validity 3. To improve current software tools that facilitate a reliable workflow Overall the project aimed not only to set a standard for the whole field of sign language studies throughout the world but also to make significant advances toward two of the world’s largest machine-readable datasets for sign languages – specifically the BSL Corpus (British Sign Language, http://bslcorpusproject.org) and the Corpus NGT (Sign Language of the Netherlands, http://www.ru.nl/corpusngt).
Knowledge Exchange study: How Research Tools are of Value to Research: Use Cases and Recommendations
Resumo:
Research tools that are freely available and accessible via the Internet cover an emergent field in the worldwide research infrastructure. Clearly, research tools have increasing value for researchers in their research activities. Knowledge Exchange recently commissioned a project to explore use case studies to show research tools’ potential and relevance for the present research landscape. Makers of successful research tools have been asked questions such as: How are these research tools developed? What are their possibilities? How many researchers use them? What does this new phenomenon mean for the research infrastructure? Additional to the Use Cases, the authors offer observations and recommendations to contribute to effective development of a research infrastructure that can optimally benefit from research tools. the Use Cases are: •Averroes Goes Digital: Transformation, Translation, Transmission and Edition •BRIDGE: Tools for Media Studies Researchers •Multiple Researchers, Single Platform: A Virtual Tool for the 21st Century •The Fabric of Life •Games with A Purpose: How Games Are Turning Image Tagging into Child’s Play •Elmer: Modelling a Future •Molecular Modelling With SOMA2 •An Online Renaissance for Music: Making Early Modern Music Readable •Radio Recordings for Research: How A Million Hours of Danish Broadcasts Were Made Accessible •Salt Rot: A Central Space for Essential Research •Cosmos: Opening Up Social Media for Social Science A brief analysis by the authors can be found: •Some Observations Based on the Case Studies of Research Tools
Resumo:
Knowledge Exchange investigated the diversity and complexity of research tools, techniques and researchers' behaviours to identify how and where the initiative can eliminate barriers to cooperation between different parts of the whole system. Experts from the partner organisations and beyond exchanged knowledge and experiences, during our meeting on Research Tools which took place on 27 June 2012, in Utrecht, the Netherlands. Experts considered ‘the use of digital technologies in research' or ‘digital research tools' with a view to informing future Knowledge Exchange activities.