Traditionelle Gedächtnisinstitutionen - Archive, Bibliotheken und Museen - stehen vor der Herausforderung der digitalen Transformation. Insbesondere, da Inhalte aus unterschiedlichen Gründen nur zum Teil online verfügbar sind, während die externe Nachfrage nach der Nutzung der vorhandenen Archivinhalte ständig steigt. Der Beitrag befasst sich daher mit Ansatzpunkten und Zielen eines künftigen Arbeitsprogramms, das die genannten Herausforderungen adressiert.
This deliverable summarizes, validates and explains the purpose and concept behind the RAGE knowledge and innovation management platform as a self-sustainable Ecosystem, supporting innovation processes in the Applied Gaming (AG) industry. The Ecosystem portal will be developed with particular consideration of the demand and requirements of small and medium sized game developing companies, education providers and related stakeholders like AG researchers and AG end-users. The innovation potential of the new platform underlies the following factors: a huge, mostly entire collection of community specific knowledge (e.g., content like media objects, software components and best practices), a structured approach of knowledge access, search and browse, collaboration tools as well as social network analysis tools to foster efficient knowledge creation and transformation processes into marketable technology assets. The deliverable provides an overview of the current status and the remaining work to come, preceding the final version in month 48 of the RAGE project. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
In: From integrated publication and information systems to virtual information and knowledge environments: essays dedicated to Erich J. Neuhold on the occasion of his 65th birthday, S. 107-116
"The article discusses changes in scientific work (academic and applied) associated with new potentials, but also coercions of information technologies. Background for this interest is the experience gained in several digital library projects that inclinations and willingness to use these technical possibilities is much less common than the developers of these systems, and we all, tended to think in recent years. This seems to be true even in those scientific disciplines which were and are at the forefront of the development, e.g. physics, mathematics, etc. The background for this observation is discussed looking at general economic and social changes, viewing the environments of work in the scientific sphere, the contents and their quantity and quality of supply in scientific IT systems, the user side in their communities of practice, and the technological and organizational basis of scientific information. Some strategic issues to improve the situation are discussed in the final part of the paper." (author's abstract)
Taxonomies have gained a broad usage in a variety of fields due to their extensibility, as well as their use for classification and knowledge organization. Of particular interest is the digital document management domain in which their hierarchical structure can be effectively employed in order to organize documents into content-specific categories. Common or standard taxonomies (e.g., the ACM Computing Classification System) contain concepts that are too general for conceptualizing specific knowledge domains. In this paper we introduce a novel automated approach that combines sub-trees from general taxonomies with specialized seed taxonomies by using specific Natural Language Processing techniques. We provide an extensible and generalizable model for combining taxonomies in the practical context of two very large European research projects. Because the manual combination of taxonomies by domain experts is a highly time consuming task, our model measures the semantic relatedness between concept labels in CBOW or skip-gram Word2vec vector spaces. A preliminary quantitative evaluation of the resulting taxonomies is performed after applying a greedy algorithm with incremental thresholds used for matching and combining topic labels. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented and needs to achieve critical mass to compete globally. Nevertheless its growth potential is widely recognized. To become competitive the relevant applied gaming communities and SMEs require support by fostering the generation of innovation potential. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help by making available an interoperable set of advanced technology assets, tuned to applied gaming, as well as proven practices of using asset-based applied games in various real-world contexts, and finally a centralized access to a wide range of applied gaming software modules, services and related document, media, and educational resources within an online community portal called the RAGE Ecosystem. It is based on an integrational, user-centered approach of Knowledge Management and Innovation Processes in the shape of a service-based implementation. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
Görzig, H., Engel, F., Brocks, H., Vogel, T. & Hemmje, M. (2015, August). Towards Data Management Planning Support for Research Data. Paper presented at the ASE International Conference on Data Science, Stanford, United States of America. ; This paper outlines challenges and requirements for developing tools and services supporting automated generation, management, evolution, and execution of Data Management Plans (DMPs) by reviewing Research Data Management (RDM) processes represented by Knowledge-based and Process-oriented Innovation Management (German: Wissenbasiertes Prozess-orientiertes Innovationsmanagement, WPIM). Based on this representation Data Management Rules (DMRs) will be derived to support the Integrated Rule-Oriented Data System (iRODS). In this way, compliance with the Open Archive Information System (OAIS) and packaging the relevant context information related to a data object is supported in a serialization using the Open Archives Initiative Object Reuse and Exchange (OAI-ORE) format specification. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
Paper presented at the Cloud Forward Conference 2015, October 6th-8th, Pisa ; The organized capturing and sharing of knowledge is very important, and a lot of tools, such as wikis, social communities and knowledge-management or e-learning portals, exist for supporting this purpose. The community content- and knowledge-capturing, management and sharing portal of the European project "Realising an Applied Gaming Eco-system" (RAGE) combines such tools. The goal of the RAGE project is to boost the collaborative knowledge asset management for software development in European applied gaming (AG) research and development (R&D). To support this process, the so-called RAGE ecosystem implements a portal to support the related asset, content and knowledge exchange between diverse actors in AG communities. Therefore, the community portal in RAGE is designed as a so-called ecosystem and is intended to provide its users different tools for the capturing, management, and sharing of knowledge. In this study, we rely on the term and model definition of spiraling knowledge exchange between explicit and tacit knowledge given by Nonaka and Takeuchi.1 To achieve the goal of extracting, i.e., externalizing and explicitly representing and sharing this knowledge to its users, we propose to generate a taxonomy for faceted search automatically by extracting named entities form the knowledge sources and to classify documents using Support Vector Machines (SVM). In this paper we present our architectural approach for the NLP-based IR concepts and discuss how cloud services based on data distribution and cloud computing can improve the outcome of our system. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
This paper is concerned with several of the most important aspects of Competence-Based Learning (CBL): course authoring, assignments, and categorization of learning content. The latter is part of the so-called Bologna Process (BP) and can effectively be supported by integrating knowledge resources like, e.g., standardized skill and competence taxonomies into the target implementation approach, aiming at making effective use of an open integration architecture while fostering the interoperability of hybrid knowledge-based e-learning solutions. Modern scenarios ask for interoperable software solutions to seamlessly integrate existing e-learning infrastructures and legacy tools with innovative technologies while being cognitively efficient to handle. In this way, prospective users are enabled to use them without learning overheads. At the same time, methods of Learning Design (LD) in combination with CBL are getting more and more important for production and maintenance of easy to facilitate solutions. We present our approach of developing a competence-based course-authoring and assignment support software. It is bridging the gaps between contemporary Learning Management Systems (LMS) and established legacy learning infrastructures by embedding existing resources via Learning Tools Interoperability (LTI). Furthermore, the underlying conceptual architecture for this integration approach will be explained. In addition, a competence management structure based on knowledge technologies supporting standardized skill and competence taxonomies will be introduced. The overall goal is to develop a software solution which will not only flawlessly merge into a legacy platform and several other learning environments, but also remain intuitively usable. As a proof of concept, the so-called platform independent conceptual architecture model will be validated by a concrete use case scenario. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
Salman, M. et al. (2016). Integrating Scientific Publication into an Applied Gaming Ecosystem. GSTF Journal on Computing (JoC), Volume 5 (Issue 1), pp. 45-51. ; The European (EU)-based industry for non-leisure games (so called Applied Games, AGs) is an emerging business. As such it is still fragmented and needs to achieve critical mass to compete globally. Nevertheless, its growth potential is widely recognized and even suggested to exceed the growth potential of the leisure games market. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help to seize these opportunities by making available an interoperable set of advanced Applied Game (AG) technology assets, as well as proven practices of using such AG assets in various real-world contexts. As described in [1], RAGE will finally provide a centralized access to a wide range of applied gaming software modules, relevant information, knowledge and community services, and related scientific documents, taxonomies, media, and educational resources within an online community portal called the RAGE Ecosystem. Besides this, an integration between the RAGE Ecosystem and relevant social network interaction spaces that arranges and facilitates collaboration that underlie Research and Development (R&D), as well as marketoriented innovation and exploitation will be created in order to support community building, as well as collaborative asset exploitation of User Generated Contents (UGCs) of the RAGE Ecosystem. In this paper, we will describe the integration of the Scientific Publication Platform (SPP) Mendeley [2] into the RAGE Ecosystem. This will allow for automating repetitive tasks, reducing errors, and speeding up time consuming tasks. On the other hand it will support information, UGC, and knowledge sharing, as well as persistency of social interaction threads within Social Networking Sites (SNSs) and Groupware Systems (GWSs) that are connected to the RAGE Ecosystem. The paper reviews relevant use cases and scenarios, as well as related authentication, access, and information integration challenges. In this way, on the one hand a qualitative evaluation regarding an optimal technical integration is facilitated while on the other hand design approaches for supporting features of resulting user interfaces are initiated. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
This document is the second out of three iterations of the DMP that will be formally delivered during the project. Version 3 is due towards the end of the project. The DMP thus is not a fixed document; it evolves and gains more precision and substance during the lifespan of the project. This version 2 of the DMP is informed by the following project results: 1) In January 2016 WP8 delivered D8.1 - RAGE Evaluation Framework and Guidelines including extensive guidelines on how to apply the principles of ethics, privacy and open access in the RAGE evaluations; 2) In July 2016 the Executive Management Board selected the OpenAIRE-Zenodo as the preferred open access repository to manage the consortium's research data. The selection of Zenodo addresses a number of issues that were left open in version 1 of this DMP; 3) In November 2016 WP8 delivered the MS8 - First Pilot Validation Instruments document, outlining procedures and tools to be used in the pilot evaluations, including a chapter on the use of Zenodo. The MS8-document provides an update of the data sets that will be generated as part of the pilot evaluations, as compared to the data sets initially specified in version 1 of this DMP. This document is thus first of all relevant to WP5 and WP8 members. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
Together with the intermediate deliverable D1.4 (Month 18), this document explains how the RAGE project defines, develops, distributes and maintains a series of applied gaming software assets through a high-level methodology and infrastructure that are needed to support the work in the project, as well as after the project has ended. The asset creation methodology, the quality assurance considerations and the asset metadata requirements are merged together and implemented into a single asset creation wizard, which supports and guides asset owners through the process of asset submission to the Ecosystem portal. It complements the metadata editor that was developed earlier, but which in some respects turned out to be demanding for asset developers. The wizard was used and evaluated by all RAGE's asset developers. Also, the metadata-viewer tool is briefly explained in this deliverable. Already before the (soft) external launch of the ecosystem portal, which is scheduled in month 36 (January 2018) external parties will be involved to explore the asset creation system and make judgements about its usability. Overall, the asset creation part and its alignment with the RAGE ecosystem portal has now been fully covered. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.