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Incentive-Centric Semantic Web Application Engineering [Pehme köide]

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Teised raamatud teemal:

The availability of inexpensive, custom, highly integrated circuits is enabling some very powerful systems that bring together sensors, smart phones, wearables, cloud computing, and other technologies. To design these types of complex systems we are advocating a top-down simulation methodology to identify problems early. This approach enables software development to start prior to expensive chip and hardware development. We call the overall approach virtual design. This book explains why simulation has become important for chip design and provides an introduction to some of the simulation methods used. The audio lifelogging research project demonstrates the virtual design process in practice.

The goals of this book are to:

  • explain how silicon design has become more closely involved with system design;
  • show how virtual design enables top down design;
  • explain the utility of simulation at different abstraction levels;
  • show how open source simulation software was used in audio lifelogging.

The target audience for this book are faculty, engineers, and students who are interested in developing digital devices for Internet of Things (IoT) types of products.

Preface xi
1 Semantic Data Management: A Human-driven Process
1(18)
1.1 Fundamentals of Semantic Data Management
1(2)
1.2 Creating, Managing, and Using Semantic Data
3(7)
1.2.1 Overview of the Scenarios
3(2)
1.2.2 Developing Ontologies
5(2)
1.2.3 Creating Instance Data
7(2)
1.2.4 Supporting Ontology Development
9(1)
1.3 Attracting Human Contributions
10(2)
1.4 Examples of Incentivized Semantic Web Applications
12(6)
1.4.1 The Social Semantic Web
12(1)
1.4.2 The OntoTube Video Annotation Game
13(3)
1.4.3 The Taste It! Try It! Restaurant Reviewing Application
16(2)
1.5 Structure of the Book
18(1)
2 Fundamentals of Motivation and Incentives
19(12)
2.1 Introduction
19(1)
2.2 Defining Motivation
19(1)
2.3 The Concept of Motivation in Organizational Studies
20(1)
2.4 Relevant Variables for Semantic Content Creation Tasks
21(7)
2.4.1 The Goal of Semantic Content Creation
21(1)
2.4.2 The Tasks
22(1)
2.4.3 The Social Structure
22(3)
2.4.4 The Nature of the Good
25(3)
2.5 The Framework
28(3)
3 Case Study: Motivating Employees to Annotate Content
31(18)
3.1 Aims and Objectives
31(1)
3.2 Methods Used
31(1)
3.3 Case Study Description: The OKenterprise
32(15)
3.3.1 First and Second Phases
35(3)
3.3.2 Third Phase
38(1)
3.3.3 Fourth Phase: Preliminary Results
38(1)
3.3.4 Fourth Phase: The First Laboratory Experiment
39(1)
3.3.5 Fourth Phase: The Gamification of the Task
40(1)
3.3.6 Fourth Phase: The Second Laboratory Experiment
41(2)
3.3.7 Fourth Phase: The Field Experiment
43(4)
3.4 Results and Lessons Learned
47(2)
4 Case Study: Building a Community of Practice Around Web Service Management and Annotation
49(18)
4.1 Aims and Objectives
49(2)
4.2 Methods Used
51(3)
4.2.1 Usability Test
52(1)
4.2.2 Interviews
53(1)
4.2.3 Workshop
54(1)
4.3 Case Study Description
54(10)
4.3.1 Initial Requirement Analysis
55(1)
4.3.2 Applying Open Participatory Design
55(5)
4.3.3 Increase User Participation by Utilizing Crowdsourcing Mechanisms
60(1)
4.3.4 Web Service Annotation Wizard for MTurk
61(3)
4.4 Results and Lessons Learned
64(3)
5 Case Study: Games with a Purpose for Semantic Content Creation
67(24)
5.1 Aims and Objectives
67(3)
5.2 Methods Used
70(1)
5.3 Case Study Description
71(13)
5.3.1 Core Components of GWAPs
71(3)
5.3.2 SpotTheLink
74(4)
5.3.3 Phrase Detectives
78(1)
5.3.4 WhoKnows?
79(1)
5.3.5 Matchin
80(2)
5.3.6 Universe Game
82(1)
5.3.7 TubeLink
83(1)
5.4 Building New Games
84(7)
5.4.1 The OntoGame Generic Gaming Toolkit
84(2)
5.4.2 Design Principles and Open Issues
86(5)
6 Conclusions
91(2)
Bibliography 93(12)
Authors' Biographies 105