Knowledge Integration in Collaborative Environments Using Supervised Ontological Alignment

Author(s):  
Leandro Pupo Natale ◽  
Nizam Omar
Author(s):  
Honghai LI ◽  
Jun CAI

The transformation of China's design innovation industry has highlighted the importance of design research. The design research process in practice can be regarded as the process of knowledge production. The design 3.0 mode based on knowledge production MODE2 has been shown in the Chinese design innovation industry. On this cognition, this paper establishes a map with two dimensions of how knowledge integration occurs in practice based design research, which are the design knowledge transfer and contextual transformation of design knowledge. We use this map to carry out the analysis of design research cases. Through the analysis, we define four typical practice based design research models from the viewpoint of knowledge integration. This method and the proposed model can provide a theoretical basis and a path for better management design research projects.


Fachsprache ◽  
2017 ◽  
Vol 32 (3-4) ◽  
pp. 100-121
Author(s):  
Friederike Prassl

This article focuses on the decision-making processes involved in research and knowledge integration in translation processes. First, the relevance of decision taking intranslation is discussed. Second, the psychology of decision making as seen by Jungermann et al. (2005) is introduced, who propose a categorization of decision-making processes intofour types: “routinized”, “stereotype”, “reflected” and “constructed”. This classification is then applied to the translations by five professional translators and five novices of five segments occurring in a popular-science text. The analysis reveals that the decision-making types are distributed differently among students and professional translators, which also has to be seen against the background of whether the decisions made were successful or not. The preliminary results of this study show that students resort to reflected decisions in most cases, but with a low success rate. Professionals achieve a higher success rate when making reflected decisions. As expected, they also make more routinized decisions than students. The professionals’ success rates improve with increasing cognitive involvement, while their failure rates are relatively high when making routinized decisions, an aspect worthwhile considering in translation didactics.


Author(s):  
Libby Gerard ◽  
Erika Tate ◽  
Jennifer Chiu ◽  
Stephanie Corliss ◽  
Marcia Linn

1991 ◽  
Vol 23 (1) ◽  
pp. 96 ◽  
Author(s):  
William W. Gaver ◽  
Randall B. Smith

2019 ◽  
Vol 3 (CSCW) ◽  
pp. 1-17
Author(s):  
Meike Osinski ◽  
Nikol Rummel

Electronics ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 513
Author(s):  
Dylan Kobayashi ◽  
Ryan Theriot ◽  
Noel Kawano ◽  
Jack Lam ◽  
Eric Wu ◽  
...  

The Destiny-class CyberCANOE (Destiny) is a Hybrid Reality environment that provides 20/20 visual acuity in a 13-foot-wide, 320-degree cylindrical structure comprised of tiled passive stereo-capable organic light emitting diode (OLED) displays. Hybrid Reality systems combine surround-screen virtual reality environments with ultra-high-resolution digital project-rooms. They are intended as collaborative environments that enable multiple users to work minimally encumbered for long periods of time in rooms surrounded by data in the form of visualizations that benefit from being displayed at resolutions matching visual acuity and/or in stereoscopic 3D. Destiny is unique in that it is the first Hybrid Reality system to use OLED displays and it uses a real-time GPU-based approach for minimizing stereoscopic crosstalk. This paper chronicles the non-trivial engineering research and attention-to-detail that is required to develop a production quality hybrid-reality environment by providing details about Destiny’s design and construction process. This detailed account of how a Hybrid Reality system is designed and constructed from the ground up will help VR researchers and developers understand the engineering complexity of developing such systems. This paper also discusses a GPU-based crosstalk mitigation technique and evaluation, and the use of Microsoft’s augmented reality headset, the HoloLens, as a design and training aid during construction.


Sign in / Sign up

Export Citation Format

Share Document