8 resultados para Scenario Programming, Markup Language, End User Programming
em Bulgarian Digital Mathematics Library at IMI-BAS
Conceptual Model and Security Requirements for DRM Techniques Used for e-Learning Objects Protection
Resumo:
This paper deals with the security problems of DRM protected e-learning content. After a short review of the main DRM systems and methods used in e-learning, an examination is made of participators in DRM schemes (e-learning object author, content creator, content publisher, license creator and end user). Then a conceptual model of security related processes of DRM implementation is proposed which is improved afterwards to reflect some particularities in DRM protection of e-learning objects. A methodical way is used to describe the security related motives, responsibilities and goals of the main participators involved in the DRM system. Taken together with the process model, these security properties are used to establish a list of requirements to fulfill and a possibility for formal verification of real DRM systems compliance with these requirements.
Resumo:
The Arnamagnæan Institute, principally in the form of the present writer, has been involved in a number of projects to do with the digitisation, electronic description and text-encoding of medieval manuscripts. Several of these projects were dealt with in a previous article 'The view from the North: Some Scandinavian digitisation projects', NCD review, 4 (2004), pp. 22-30. This paper looks in some depth at two others, MASTER and CHLT. The Arnamagnæan Institute is a teaching and research institute within the Faculty of Humanities at the University of Copenhagen. It is named after the Icelandic scholar and antiquarian Árni Magnússon (1663-1730), secretary of the Royal Danish Archives and Professor of Danish Antiquities at the University of Copenhagen, who in the course of his lifetime built up what is arguably the single most important collection of early Scandinavian manuscripts in the world, some 2,500 manuscript items, the earliest dating from the 12th century. The majority of these are from Iceland, but the collection also contains important Norwegian, Danish and Swedish manuscripts, along with approximately 100 manuscripts of continental provenance. In addition to the manuscripts proper, there are collections of original charters and apographa: 776 Norwegian (including Faroese, Shetlandic and Orcadian) charters and 2895 copies, 1571 Danish charters and 1372 copies, and 1345 Icelandic charters and 5942 copies. When he died in 1730, Árni Magnússon bequeathed his collection to the University of Copenhagen. The original collection has subsequently been augmented through individual purchases and gifts and the acquisition of a number of smaller collections, bringing the total to nearly 3000 manuscript items, which, with the charters and apographa, comprise over half a million pages.
Resumo:
Interestingness in Association Rules has been a major topic of research in the past decade. The reason is that the strength of association rules, i.e. its ability to discover ALL patterns given some thresholds on support and confidence, is also its weakness. Indeed, a typical association rules analysis on real data often results in hundreds or thousands of patterns creating a data mining problem of the second order. In other words, it is not straightforward to determine which of those rules are interesting for the end-user. This paper provides an overview of some existing measures of interestingness and we will comment on their properties. In general, interestingness measures can be divided into objective and subjective measures. Objective measures tend to express interestingness by means of statistical or mathematical criteria, whereas subjective measures of interestingness aim at capturing more practical criteria that should be taken into account, such as unexpectedness or actionability of rules. This paper only focusses on objective measures of interestingness.
Resumo:
The paper discusses the Europeana Creative project which aims to facilitate re-use of cultural heritage metadata and content by the creative industries. The paper focuses on the contribution of Ontotext to the project activities. The Europeana Data Model (EDM) is further discussed as a new proposal for structuring the data that Europeana will ingest, manage and publish. The advantages of using EDM instead of the current ESE metadata set are highlighted. Finally, Ontotext’s EDM Endpoint is presented, based on OWLIM semantic repository and SPARQL query language. A user-friendly RDF view is presented in order to illustrate the possibilities of Forest - an extensible modular user interface framework for creating linked data and semantic web applications.
Resumo:
PRELIDA (PREserving LInked DAta) is an FP7 Coordination Action funded by the European Commission under the Digital Preservation Theme. PRELIDA targets the particular stakeholders of the Linked Data community, including data providers, service providers, technology providers and end user communities. These stakeholders have not been traditionally targeted by the Digital Preservation community, and are typically not aware of the digital preservation solutions already available. So an important task of PRELIDA is to raise awareness of existing preservation solutions and to facilitate their uptake. At the same time, the Linked Data cloud has specific characteristics in terms of structuring, interlinkage, dynamicity and distribution that pose new challenges to the preservation community. PRELIDA organises in-depth discussions among the two communities to identify which of these characteristics require novel solutions, and to develop road maps for addressing the new challenges. PRELIDA will complete its lifecycle at the end of this year, and the talk will report about the major findings.
Resumo:
Бойко Бл. Банчев - Представена е обосновка и описание на език за програмиране в композиционен стил за опитни и учебни цели. Под “композиционен” имаме предвид функционален стил на програмиране, при който пресмятането е йерархия от композиции и прилагания на функции. Един от данновите типове на езика е този на геометричните фигури, които могат да бъдат получавани чрез прости правила за съотнасяне и така също образуват йерархични композиции. Езикът е силно повлиян от GeomLab, но по редица свойства се различава от него значително. Статията разглежда основните черти на езика; подробното му описание и фигурноконструктивните му възможности ще бъдат представени в съпътстваща публикация.
Resumo:
A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions.
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2014