Design of Information Spaces and Retrieval of Information using Electrostatics in Virtual Spaces

Author(s):  
Vaibhav Madhok ◽  
Navin Rustagi

Humans have a rich awareness of locations and situations that directs how we interpret and interact with our surroundings. The principle aim of this paper is to create ‘Information Spaces' where people will use their awareness to search, browse and learn. In the same way that they navigate in a physical environment, they will navigate through knowledge. An information space is a type of design in which representations of information objects are situated in a principled space. In this chapter we present an architecture based on the principles of electrostatistics, which presents a model for design of information spaces. Our model gives an easy conceptual framework to reason about how information can be represented as well as secure ways of extracting and storing information leading to a design which are easily scalable in virtual team environments.

Author(s):  
Vaibhav Madhok ◽  
Navin Rustagi

Humans have a rich awareness of locations and situations that directs how we interpret and interact with our surroundings. The principle aim of this paper is to create ‘Information Spaces' where people will use their awareness to search, browse and learn. In the same way that they navigate in a physical environment, they will navigate through knowledge. An information space is a type of design in which representations of information objects are situated in a principled space. In this chapter we present an architecture based on the principles of electrostatistics, which presents a model for design of information spaces. Our model gives an easy conceptual framework to reason about how information can be represented as well as secure ways of extracting and storing information leading to a design which are easily scalable in virtual team environments.


2021 ◽  
Vol 3 (2 (111)) ◽  
pp. 35-44
Author(s):  
Vadym Mukhin ◽  
Valerii Zavgorodnii ◽  
Yaroslav Kornaga ◽  
Anna Zavgorodnya ◽  
Ievgen Krylov ◽  
...  

This paper suggests a method to search for an incoming object in order to identify its unambiguously, based on the integration of information spaces into intermediate unified information space. At the same time, the incoming object identification process involves appropriate attributes. This paper describes the process of information object arrangement within a unified information space that forms for a set of dynamically changing objects. It should be noted that each subject in the set collects information about the environment, including interaction with other objects. In the process of forming a unified information space, the information system collects information from data sources that are represented in different formats. The system then converts this information and forms a unified information space, thereby providing users with information about objects. A two-tier system of connections at the global (cloud) and local (fog) levels of interactions has been considered. At the same time, it should be noted that a unified information space formation requires the implementation of tools to support the transformation of information objects; that necessitates the implementation of translators ‒ special converters at different levels. A method to combine information spaces into an intermediate unified information space has been proposed; analysis was performed to determine the time and efficiency of the search for incoming objects within it. It was experimentally established that the more parameters that describe an information object, the less the time to identify an object depends on the length of the interval. It has also been experimentally shown that the efficiency of finding incoming objects tends to be a directly proportional dependence while reducing the length of the interval and increasing the number of parameters, and vice versa


Author(s):  
David Benyon

Information architecture concerns how to structure the content of an information space. Information architects design information spaces. Staying with the notion of information space leads us to the realisation that people need to be able to both conceptualise an information space and find their way through that information space to where they want to go. People need to be able to navigate information space. In this chapter we explore two key issues of web site design; information architecture and the design of navigation support. In order to do this we draw upon theories of information spaces and theories of navigation in urban spaces. From these theories a number of practical features of web sites are described.


Author(s):  
Matthew Leach

The Speckled Computing project is a large multisite research project based in Scotland, UK. The aim of the project is to investigate, prototype, and produce tiny (1mm3) computational devices, called Specks, that can be configured into wireless sensor networks, called SpeckNets. Our particular interest is in how people might interact in such environments, what interaction tools they require, and what characteristics are required to be provided by the operating system of the Specks. Interaction in these environments places the human physically inside an information space. At one time, the human may be interacting with one Speck, at another with a hundred, and at another with several thousand. Moreover, the Specks themselves have no input method, apart from their sensors, and no output display. We explore these issues through taking some theories of distributed information spaces, some design principles from information visualization, and report on some empirical studies of prototypes and simulations that have been developed.


Author(s):  
Matthew Leach ◽  
David Benyon

The Speckled Computing project is a large multisite research project based in Scotland, UK. The aim of the project is to investigate, prototype, and produce tiny (1mm3) computational devices, called Specks, that can be configured into wireless sensor networks, called SpeckNets. Our particular interest is in how people might interact in such environments, what interaction tools they require, and what characteristics are required to be provided by the operating system of the Specks. Interaction in these environments places the human physically inside an information space. At one time, the human may be interacting with one Speck, at another with a hundred, and at another with several thousand. Moreover, the Specks themselves have no input method, apart from their sensors, and no output display. We explore these issues through taking some theories of distributed information spaces, some design principles from information visualization, and report on some empirical studies of prototypes and simulations that have been developed.


Author(s):  
Dew Harrison ◽  
Eugene Ch’ng

The chapter presents the trajectory of a collaborative art practice towards intuitive interaction for visitors accessing virtual spaces to achieve a shared holistic understanding of a complex system. From initial explorations into the efficacy of associative media for constructing conceptual-based artworks, in that hypermedia developed from the intent of augmenting human intellect, behaviours were applied to hypermedia data items. The rationale for this is explained through developments in the ongoing ‘Deconstructing Duchamp’ project, where ‘flocking’ behaviours have been applied to Duchampian digitised items to observe the familial relations within, and key to his work, at play. Following this project, a second work ‘Shift-Life’ has proceeded to further develop the idea of allotting animal-like behaviours to electronic data items giving them the appearance of possessing a basic intelligence. By then, observing their response to our physical interactions, we can glean a clearer understanding from their inter-relationships of a complex conceptual framework.


Author(s):  
John Grant ◽  
Francesco Parisi

AbstractAI systems often need to deal with inconsistent information. For this reason, since the early 2000s, some AI researchers have developed ways to measure the amount of inconsistency in a knowledge base. By now there is a substantial amount of research about various aspects of inconsistency measuring. The problem is that most of this work applies only to knowledge bases formulated as sets of formulas in propositional logic. Hence this work is not really applicable to the way that information is actually stored. The purpose of this paper is to extend inconsistency measuring to real world information. We first define the concept ofgeneral information spacewhich encompasses various types of databases and scenarios in AI systems. Then, we show how to transform any general information space to aninconsistency equivalentpropositional knowledge base, and finally apply propositional inconsistency measures to find the inconsistency of the general information space. Our method allows for the direct comparison of the inconsistency of different information spaces, even though the data is presented in different ways. We demonstrate the transformation on four general information spaces: a relational database, a graph database, a spatio-temporal database, and a Blocks world scenario, where we apply several inconsistency measures after performing the transformation. Then we review so-called rationality postulates that have been developed for propositional knowledge bases as a way to judge the intuitive properties of these measures. We show that although general information spaces may be nonmonotonic, there is a way to transform the postulates so they can be applied to general information spaces and we show which of the measures satisfy which of the postulates. Finally, we discuss the complexity of inconsistency measures for general information spaces.


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