Search results
1 – 4 of 4Maren Parnas Gulnes, Ahmet Soylu and Dumitru Roman
Neuroscience data are spread across a variety of sources, typically provisioned through ad-hoc and non-standard approaches and formats and often have no connection to the related…
Abstract
Purpose
Neuroscience data are spread across a variety of sources, typically provisioned through ad-hoc and non-standard approaches and formats and often have no connection to the related data sources. These make it difficult for researchers to understand, integrate and reuse brain-related data. The aim of this study is to show that a graph-based approach offers an effective mean for representing, analysing and accessing brain-related data, which is highly interconnected, evolving over time and often needed in combination.
Design/methodology/approach
The authors present an approach for organising brain-related data in a graph model. The approach is exemplified in the case of a unique data set of quantitative neuroanatomical data about the murine basal ganglia––a group of nuclei in the brain essential for processing information related to movement. Specifically, the murine basal ganglia data set is modelled as a graph, integrated with relevant data from third-party repositories, published through a Web-based user interface and API, analysed from exploratory and confirmatory perspectives using popular graph algorithms to extract new insights.
Findings
The evaluation of the graph model and the results of the graph data analysis and usability study of the user interface suggest that graph-based data management in the neuroscience domain is a promising approach, since it enables integration of various disparate data sources and improves understanding and usability of data.
Originality/value
The study provides a practical and generic approach for representing, integrating, analysing and provisioning brain-related data and a set of software tools to support the proposed approach.
Details
Keywords
Dumitru Roman, Neal Reeves, Esteban Gonzalez, Irene Celino, Shady Abd El Kader, Philip Turk, Ahmet Soylu, Oscar Corcho, Raquel Cedazo, Gloria Re Calegari, Damiano Scandolari and Elena Simperl
Citizen Science – public participation in scientific projects – is becoming a global practice engaging volunteer participants, often non-scientists, with scientific research…
Abstract
Purpose
Citizen Science – public participation in scientific projects – is becoming a global practice engaging volunteer participants, often non-scientists, with scientific research. Citizen Science is facing major challenges, such as quality and consistency, to reap open the full potential of its outputs and outcomes, including data, software and results. In this context, the principles put forth by Data Science and Open Science domains are essential for alleviating these challenges, which have been addressed at length in these domains. The purpose of this study is to explore the extent to which Citizen Science initiatives capitalise on Data Science and Open Science principles.
Design/methodology/approach
The authors analysed 48 Citizen Science projects related to pollution and its effects. They compared each project against a set of Data Science and Open Science indicators, exploring how each project defines, collects, analyses and exploits data to present results and contribute to knowledge.
Findings
The results indicate several shortcomings with respect to commonly accepted Data Science principles, including lack of a clear definition of research problems and limited description of data management and analysis processes, and Open Science principles, including lack of the necessary contextual information for reusing project outcomes.
Originality/value
In the light of this analysis, the authors provide a set of guidelines and recommendations for better adoption of Data Science and Open Science principles in Citizen Science projects, and introduce a software tool to support this adoption, with a focus on preparation of data management plans in Citizen Science projects.
Details
Keywords
Ahmet Soylu, Felix Mödritscher, Fridolin Wild, Patrick De Causmaecker and Piet Desmet
Mashups have been studied extensively in the literature; nevertheless, the large body of work in this area focuses on service/data level integration and leaves UI level…
Abstract
Purpose
Mashups have been studied extensively in the literature; nevertheless, the large body of work in this area focuses on service/data level integration and leaves UI level integration, hence UI mashups, almost unexplored. The latter generates digital environments in which participating sources exist as individual entities; member applications and data sources share the same graphical space particularly in the form of widgets. However, the true integration can only be realized through enabling widgets to be responsive to the events happening in each other. The authors call such an integration “widget orchestration” and the resulting application “mashup by orchestration”. This article aims to explore and address challenges regarding the realization of widget‐based UI mashups and UI level integration, prominently in terms of widget orchestration, and to assess their suitability for building web‐based personal environments.
Design/methodology/approach
The authors provide a holistic view on mashups and a theoretical grounding for widget‐based personal environments. The authors identify the following challenges: widget interoperability, end‐user data mobility as a basis for manual widget orchestration, user behavior mining – for extracting behavioral patterns – as a basis for automated widget orchestration, and infrastructure. The authors introduce functional widget interfaces for application interoperability, exploit semantic web technologies for data interoperability, and realize end‐user data mobility on top of this interoperability framework. The authors employ semantically enhanced workflow/process mining techniques, along with Petri nets as a formal ground, for user behavior mining. The authors outline a reference platform and architecture that is compliant with the authors' strategies, and extend W3C widget specification respectively – prominently with a communication channel – to foster standardization. The authors evaluate their solution approaches regarding interoperability and infrastructure through a qualitative comparison with respect to existing literature, and provide a computational evaluation of the behavior mining approach. The authors realize a prototype for a widget‐based personal learning environment for foreign language learning to demonstrate the feasibility of their solution strategies. The prototype is also used as a basis for the end‐user assessment of widget‐based personal environments and widget orchestration.
Findings
The evaluation results suggest that the interoperability framework, platform, and architecture have certain advantages over existing approaches, and the proposed behavior mining techniques are adequate for the extraction of behavioral patterns. User assessments show that widget‐based UI mashups with orchestration (i.e. mashups by orchestration) are promising for the creation of personal environments as well as for an enhanced user experience.
Originality/value
This article provides an extensive exploration of mashups by orchestration and their role in the creation of personal environments. Key challenges are described, along with novel solution strategies to meet them.
Details
Keywords
Burcu Senyapili and Ahmet Fatih Karakaya
This study explores the impact of virtual classrooms as an emerging classroom typology in comparison to the physical classrooms in the design process. Two case studies were held…
Abstract
This study explores the impact of virtual classrooms as an emerging classroom typology in comparison to the physical classrooms in the design process. Two case studies were held in order to infer design students' classroom preferences in the project lifecycle. The findings put forth figures that compare two forms of design communication in the two classroom types in terms of their contribution to design development. Although the students acknowledged many advantages of web-based communication in the virtual classroom, they indicated that they are unwilling to let go off face-to-face encounters with the instructors and fellow students in the physical classroom. It is asserted that the future design studio will be an integrated learning environment where both physical and virtual encounters will be presented to the student. Utilizing the positive aspects of both communication techniques, a hybrid setting for the design studio is introduced, comprising the physical classroom as well as the virtual one. The proposed use for the hybrid setting is grouped under 3 phases according to the stage of the design process; as the initial, development and final phases. Within this framework, it is inferred that the design studio of the future will be an integrated form of space, where the physical meets the virtual.
Details