885 resultados para digital knowledge maps


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This paper describes the spatial data handling procedures used to create a vector database of the Connecticut shoreline from Coastal Survey Maps. The appendix contains detailed information on how the procedures were implemented using Geographic Transformer Software 5 and ArcGIS 8.3. The project was a joint project of the Connecticut Department of Environmental Protection and the University of Connecticut Center for Geographic Information and Analysis.

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In this paper, the fusion of probabilistic knowledge-based classification rules and learning automata theory is proposed and as a result we present a set of probabilistic classification rules with self-learning capability. The probabilities of the classification rules change dynamically guided by a supervised reinforcement process aimed at obtaining an optimum classification accuracy. This novel classifier is applied to the automatic recognition of digital images corresponding to visual landmarks for the autonomous navigation of an unmanned aerial vehicle (UAV) developed by the authors. The classification accuracy of the proposed classifier and its comparison with well-established pattern recognition methods is finally reported.

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O contexto tecnológico em que vivemos é uma realidade. E a tendência é para ser assim também no futuro. Cada vez mais. É o caso das representações de locais e entidades em mapas digitais na web. Na visão de Crocker (2014), esta tendência é ainda mais acentuada, no âmbito das aplicações móveis, como mostram as mais diversas location-based applications. No setor do desporto e da respetiva gestão nem sempre foi fácil desenvolver aplicações, recorrendo a este tipo de representações espaciais. A tecnologia não era fácil e o know-how não era adequadamente qualificado. Mas, as empresas fornecedoras de tecnologia geoespacial simplificaram o desenvolvimento de aplicações web nesta área, através da utilização de application programming interfaces (API). Como refere Svennerberg (2010), estas API’s servem de interface entre um serviço proporcionado por uma empresa, caso da Google Maps (2013) e uma aplicação web ou móvel que utiliza esses serviços. Foi com este objetivo que desenvolvemos uma aplicação web, utilizando as metodologias próprias neste domínio, como a framework de Zachman (2009), tal como foi originalmente adaptada por Whitten e Bentley (2005), onde um dos módulos é precisamente a representação de espaços desportivos, recorrendo à utilização dos serviços da Google Maps. Para além disso, toda a aplicação é suportada numa abordagem Model-View-Control (MVC). Para conseguir representar as instalações desportivas num mapa, criámos uma base de dados MySQL, com dados de longitude e latitude, de cada instalação desportiva. Através de JavaScript criou-se o mapa propriamente dito, indicando o tipo (mapa de estradas, satélite ou street view) e as respetivas opções (nível de zoom, alinhamento, controlo de interface e posicionamente, entre muitas outras opções). O passo seguinte consistiu em passar os dados para o frontend da aplicação web. Para isso, recorreu-se à integração do PHP com as livrarias externas de código JavaSrcipt, criadas especificamente para o efeito (caso da MarkerManager). A implementação destas funcionalidades permite georeferenciar todos os tipos e géneros de espaços desportivos de um concelho, região ou País. Obteve-se ainda know-how, background e massa crítica, para o desenvolvimento de novas funcionalidades. A sua utilização em dispositivos móveis é outra das possibilidades atualmente já em desenvolvimento.

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"US GeoData"--Cover.

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The international perspectives on these issues are especially valuable in an increasingly connected, but still institutionally and administratively diverse world. The research addressed in several chapters in this volume includes issues around technical standards bodies like EpiDoc and the TEI, engaging with ways these standards are implemented, documented, taught, used in the process of transcribing and annotating texts, and used to generate publications and as the basis for advanced textual or corpus research. Other chapters focus on various aspects of philological research and content creation, including collaborative or community driven efforts, and the issues surrounding editorial oversight, curation, maintenance and sustainability of these resources. Research into the ancient languages and linguistics, in particular Greek, and the language teaching that is a staple of our discipline, are also discussed in several chapters, in particular for ways in which advanced research methods can lead into language technologies and vice versa and ways in which the skills around teaching can be used for public engagement, and vice versa. A common thread through much of the volume is the importance of open access publication or open source development and distribution of texts, materials, tools and standards, both because of the public good provided by such models (circulating materials often already paid for out of the public purse), and the ability to reach non-standard audiences, those who cannot access rich university libraries or afford expensive print volumes. Linked Open Data is another technology that results in wide and free distribution of structured information both within and outside academic circles, and several chapters present academic work that includes ontologies and RDF, either as a direct research output or as essential part of the communication and knowledge representation. Several chapters focus not on the literary and philological side of classics, but on the study of cultural heritage, archaeology, and the material supports on which original textual and artistic material are engraved or otherwise inscribed, addressing both the capture and analysis of artefacts in both 2D and 3D, the representation of data through archaeological standards, and the importance of sharing information and expertise between the several domains both within and without academia that study, record and conserve ancient objects. Almost without exception, the authors reflect on the issues of interdisciplinarity and collaboration, the relationship between their research practice and teaching and/or communication with a wider public, and the importance of the role of the academic researcher in contemporary society and in the context of cutting edge technologies. How research is communicated in a world of instant- access blogging and 140-character micromessaging, and how our expectations of the media affect not only how we publish but how we conduct our research, are questions about which all scholars need to be aware and self-critical.

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Digital Songlines is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. The project explores the areas of effective recording, content management and virtual reality delivery capabilities that are culturally sensitive and involve the indigenous custodians, leaders and communities in remote areas of the Australian ‘outback’. It investigates how players in a serious gaming sense can experience Indigenous virtual heritage in a high fidelity fashion with culturally appropriate interface tools. This paper describes a 3D ambient audio quilt designed and implemented specifically for the Digital Songlines software, which is built using the Torque Game Engine. The audio quilt developed provides dynamic ambient fauna and flora sound effects to represent the varying audio environment of the landscape. This provides an authentic contextualised interesting aural experience that can be different each time a location is entered. This paper reports on completed and ongoing research in this area.

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This article presents the principal results of the doctoral thesis “Semantic-oriented Architecture and Models for Personalized and Adaptive Access to the Knowledge in Multimedia Digital Library” by Desislava Ivanova Paneva-Marinova (Institute of Mathematics and Informatics), successfully defended before the Specialised Academic Council for Informatics and Mathematical Modelling on 27 October, 2008.

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The aim was to develop an archive containing detailed description of church bells. As an object of cultural heritage the bell has general properties such as geometric dimensions, weight, sound of each of the bells, the pitch of the tone as well as acoustical diagrams obtained using contemporary equipment. The audio, photo and video archive is developed by using advanced technologies for analysis, reservation and data protection.

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This paper aims to sketch some bases for the problematization of digital tools as objects of knowledge for Social Sciences and Humanities (SSH). Our purpose is to raise some relevant questions about the Digital Humanities (DH) and how SSH and Computer Sciences (CS) can work together to face new challenges. We discuss some tension points and propose a model for SSH and CS collaboration for joint projects in cultural digitization.