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    774 research outputs found

    Mobile Information Retrieval: Memex on the Move ? Nothing can be more Surprising than Life

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    The age of information retrieval (IR) system research is almost the same as that of digital computers. In 1945, a hypothetical hypertext-based personalized IR machine called Memex was described by Vannevar Bush in his famous Atlantic Monthly article. The Memex, a microfilm-based theoretical device, was designed to store and search all books, communications, and records a person had accumulated. During their long lives, IR systems have achieved great progress; they are much more surprising than the Memex. This progress comes from advances in computer science and engineering (CSE), information technologies (ITs), and innovations that happen by synergistic interaction of these fields. Discoveries in IR have not been as significant as those of the natural sciences. But on the other hand, IR studies, the efforts of many people, together with the advances in CSE and IT have drastically changed our lives. Change has occurred especially in the last two decades with the development of Web search engines, browsers, and related applications. IR systems were first based on mainframe computers and only accessible by a few number of specialists. After the invention of multi-user operating systems and terminal technology, they became accessible by many professional people at the same time. Then came inexpensive mass storage technologies, powerful PCs, the Internet and Web technologies; now ordinary people at any age can access almost any information (and perhaps too much information) from anywhere with a great speed. Now people feel the pressure of information glut and still cheerfully access information from their mobile devices. In other words, information that people need and don?t need is now as mobile as people themselves. Mobile IR systems bring many great opportunities to its users and even greater challenges to its researchers. Mobile IR research area overlaps with various research areas in CSE and ITs. Among others, these include augmented reality applications, computer networks, human-computer interfaces, information filtering, location-based services, machine translation, novelty detection, personal information management, and recommendation systems. Too much information, and the possibility of accessing one?s own knowledge base from anywhere at any time, bring the capabilities of current mobile information systems beyond the imagination of its builders. In this talk, I will consider the changes in IR systems by considering the questions of how, when, and why those changes occur? Emphasis will be given to mobile IR

    Sophie 2.0 and HTML5: DIY Publishing to Mobile Devices

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    For an e-book to reach its maximum audience, it needs to be accessible on all modern reading devices in a consistent way. This work compares existing technology choices for publishing e-books for iPad and Android tablets. The research has been conducted in the context of Sophie, software for reading, writing, annotating and sharing networked books, with attention to the ongoing evolution of the software necessary to keep it relevant in a swiftly changing technology landscape. In particular, the article charts the development of the ability to create Sophie projects specifically for a new generation of mobile devices and tablets in support of a generation of students, scholars and publishers who expect easy collaboration, participation and interaction, and tools that allow for media-rich, mobile experiences

    Google Art Project: Democratizing Art

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    From the teenager browsing the web in an Internet cafe in Istanbul, to the student in New York seeking inspiration for a dissertation, the Google Art Project aspires to connect more people to art. Initially developed by a group of Google employees as a side project, the project aims to make art more accessible to the masses through state of the art technology, and to remove physical barriers between the individual and the artwork. Far from preventing people from visiting the museums in person, this unrivalled access to art will encourage the Internet generation to interact with art in new ways and ultimately inspire them to visit the ?real thing?. Starting with 17 museums, the Google Art Project aspires in the near future to create a variety of digital spaces where the new generation art lovers and art institutions will be brought together seamlessly

    What Makes a Great [Mobile | Digital] Art Exhibition?

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    Passive reception and consumption of art is a given, in our times. Artists produce. Spectators consume. At the nexus stands the curator who chooses the product and the exhibitor who provides the space for consumers. This natural hierarchy also tends to colonize the digital space. But, in the digital world, much of the functioning of the hierarchy has become democratised. The meeting place of exhibited art moved from the physical to the virtual online. Not everyone can visit, say, Istanbul Modern museum. It ought to be possible in principle for everyone to be able to visit ?Istanbul Modern Digital? museum. The next stage of digital democracy, already upon us since early 2010, is the mobile art lover, mobile in the sense of being free from being tied down in one place and being able to choose what to see, where to be, and when to do it: early morning, late at night; in the plane, on the train, in bed, in class. Learning is for everyone. It is what makes us human, to continue to learn. Learning takes place best when one is active. In the context of the Mobile Digital Art Exhibition, we have explored ways in which to enhance the experience of the curator as ?everyman? and everyman has potentially the opportunity to construct a mobile digital art exhibition, even one such as the ?Museum of Innocence? in the manner as described by Orhan Pamuk. Our hero in this story is the self-curator

    Information in Context: The Mobile Environment

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    People are ever busier, and increasingly want useful information in easily digested bite size pieces, delivered to them as efficiently as possible. The use of mobile devices combined with current and future information access and retrieval technologies can rejuvenate the publishers? existing offerings as well as suggesting new ones. However, publishers cannot simply cut and paste content to fit the display constraints of a small device, and the opportunities of the mobile environment extend beyond the use of location. Individuals use mobiles in many aspects of their lives including work and leisure, and publishers need to be aware of the different orientations of users depending on their context of use. Mobile search has a distinctive nature which is different from traditional desktop-based searching. The success of digital publishing in the mobile environment will depend not only on the design and presentation of the underlying content, but also on nature and effectiveness of the mobile search facilities. Furthermore, in this more dynamic environment, there are many more circumstances of use and shifts in context, driven by links to the physical world and triggers within it.Information is a key part of our lives. However, the amount of available digital information continues to grow at a tremendous rate along with increasingly diverse forms of media and communication channels. To mitigate the effects of information overload, we need to create paths through the information space for users to navigate and manage their needs. The key enabler for this is to use context information. Context information provides an important basis for identifying and understanding people?s information needs. A key challenge is making more information accessible whilst also ensuring it is relevant and useful for users? information needs. Context includes aspects of the situation, such as location, but can also include the user?s task, their environment, the device that they are using for accessing information, their personal interests, and their social interactions. Additional reasons for the importance of context include: timely delivery, better matching of user expectations and experience, and better potential for linking with advertising. This was evident in early work on personalization of web search and is increasingly clear for the mobile information environment. User studies are essential for designing and evaluating new products and methodologies that meet the needs of real users. It is important to test developed applications in naturalistic contexts and not to make only theoretical assumptions about users? needs and activities. This presentation will argue that user studies should be conducted in a realistic way and will provide example applications from travel and tourism.The future of electronic media depends on refining our understanding of what constitutes the step-change in mobile usage and developing innovative applications to satisfy emerging needs

    Hiperkitap: A Turkish E-book Database

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    The purpose of this paper is to describe Hiperkitap, the first and only Turkish e-book database in Turkey. The paper starts with a brief overview of the developmental stages of the e-book database under the local market conditions in Turkey. This developmental period includes the establishment of relationships with publishers, authors, the publishers? association of Turkey, computer companies, information designers and librarians. Content provision under Turkish and E.U. copyright laws is a much debated issue in Turkey. Some 7500 books in Turkish from 220 Turkish publishing houses make this database attractive for local customers and also for foreign competitors. Rich content and up-to-date technology are long term strategic targets for this database. Mobile applications, mostly smart telephone applications, are determining the development policy of Hiperkitap today. This paper aims to be useful for understanding the social history of digital publishing and the e-book market in Turkey

    How Should We Read New Media and New Technologies?

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    According to conventional wisdom we frequently hear that ?new media? and new technologies are revolutionising the world we live in. By investigating these presumptions in this article, I am going to try to review different critical perspectives interpreting new media and question the distinction between new and old media through Bergson?s philosophical method in order to identify ?false problems? and ?false divisions? as well as different concepts that we encounter in the world of new media today. I will also investigate what?s new about new media by considering their contiguity with old media as well as re-evaluating the political connotations of terms such as ?convergence? and ?interactivity? which are regarded by many commentators as false problems within new media. In this article I shall explain why we should use the following terms: ?remediation? and ?intra-activity? as opposed to ?convergence? and ?interactivity?, respectively

    Effectiveness Analysis of Electronic Resources at the Hacettepe University

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    It is important to collect and analyze the usage data of electronic databases and periodicals in order to make policies regarding the composition, improvement and more extensive utilization of electronic resources of libraries. The aim of this study is to investigate how efficiently the full text accessible electronic resources of Hacettepe University Libraries are used. For this purpose the usage data obtained from COUNTER Software regarding the electronic databases to which Hacettepe University Libraries subscribed in 2007 were examined. Full-text access to 13,270 journals within 13 electronic databases was found to be 585.843 in 2007. ScienceDirect is the most frequently used database, accounting for 56.1% of all accesses. Some 1,575 journals appear in more than one database and 2,912 journals were never used. A great part of the core journals identified by the Bradford Law are included in the ScienceDirect database

    A Mobile Scenario for Electronic Publishing based on the MIPAMS Architecture

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    This paper describes several scenarios for the management of digital media, focusing on electronic publishing from mobile environments. The solution proposed in those scenarios is based on MIPAMS (Multimedia Information Protection And Management System), a service-oriented Digital Rights Management (DRM) platform, which enables the creation, registration and distribution of multimedia content in a secure way, respecting intellectual property rights. The particularity of the mobile scenario with respect to others is the limited capability of mobile devices. A specific use case has been identified for the mobile environment and a new system, based on MIPAMS, has been designed for the electronic publishing environment

    An Introduction to M-Learning in Iranian Universities

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    The first experience of remote education in Iran was started in 1970 by the Open University of Iran. In 1991, an e-learning site in Tehran University provided nine courses for students for the first time. Currently, the majority of Iran?s universities offer these courses. To benefit more from modern facilities and technology, recently some universities have attempted to use Mobile Learning (M-Learning) based education. One of the most important challenges which these universities encounter is the lack of digital information resources and the difficulty of preparing digital content in the Persian language. In this research, services related to M-Learning are considered along with technical impediments in the development of these services in Iran

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