KMi Seminars
Semantic annotation and Semantic search in Cultural Heritage.
This event took place on Wednesday 17 December 2008 at 11:30

 
Michiel Hildebrand Centre for Mathematics and Computer Science (CWI) in Amsterdam

In our research we investigate to what extent explicit semantics can be used to support end users with the exploration of large heterogeneous collections. In particular we consider cultural heritage, a knowledge-rich domain in which collections are typically described by multiple thesauri. We focus on three types of end user functionality.


First, searching for terms within multiple thesauri to support manual annotation. Second, keyword search, as it has become the de-facto standard to access data on the web. Third, faceted browsing as it has become a popular method to interactively explore (image) collections.


For these three tasks we question the role of explicit semantics in the search algorithm, the result organization and visualization and how to evaluate the added value of for end users. We investigate these questions by the implementation and evaluation of prototype systems on top of large and real wold data collections.

 
KMi Seminars Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.