Tien-Yu Hsu - Academia.edu (original) (raw)
Papers by Tien-Yu Hsu
A museum multimedia information system is designed not only for entertainment, but also for educa... more A museum multimedia information system is designed not only for entertainment, but also for education and research. Within the system, a huge number of intellectual assets is stored in a multitimedia database. Users can query the multimedia database and retrieve information matching the specified conditions. In this paper, we successfully apply the EER (Extended Entity-Relationship) model to describe the entire system. We also propose multiple retrieval functions including browsing and query, for various users to access the information in a flexible and efficient manner. Finally, a prototype system is developed based on WWW client/server systems and the object-relational DBMS UniSQL.
Interactive Learning Environments
Journal of Psychology Research
Data Technologies and Applications
Purpose-The purpose of this paper is to develop a blended mobile game-based learning service call... more Purpose-The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children's learning in an environment blending virtual game worlds and a museum's physical space.
The Electronic Library
Purpose This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning... more Purpose This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with elementary school curricula and supports elementary education. Design/methodology/approach This model provides a highly participative and well-monitored environment with fruitful interactions among students, teachers and museum staff. A practical system was implemented in the National Museum of Natural Science in Taiwan. Findings The results show that the proposed model can effectively extend related learning resources to satisfy the requirements of elementary education. In addition, this model can engage students’ self-directed explorations through problem-solving learning content during the learning process. Research limitations/implications This learning model was implemented in a one-day theme-based learning activity. Generic learning outcomes and qualitative analysis were used to examine the students’...
Personal and Ubiquitous Computing
Journal of Medical and Biological Engineering, 2015
Journal of Medical Systems, 2015
Classification is the problem of identifying a set of categories where new data belong, on the ba... more Classification is the problem of identifying a set of categories where new data belong, on the basis of a set of training data whose category membership is known. Its application is wide-spread, such as the medical science domain. The issue of the classification knowledge protection has been paid attention increasingly in recent years because of the popularity of cloud environments. In the paper, we propose a Shaking Sorted-Sampling (triple-S) algorithm for protecting the classification knowledge of a dataset. The triple-S algorithm sorts the data of an original dataset according to the projection results of the principal components analysis so that the features of the adjacent data are similar. Then, we generate noise data with incorrect classes and add those data to the original dataset. In addition, we develop an effective positioning strategy, determining the added positions of noise data in the original dataset, to ensure the restoration of the original dataset after removing those noise data. The experimental results show that the disturbance effect of the triple-S algorithm on the CLC, MySVM, and LibSVM classifiers increases when the noise data ratio increases. In addition, compared with existing methods, the disturbance effect of the triple-S algorithm is more significant on MySVM and LibSVM when a certain amount of the noise data added to the original dataset is reached.
Lecture Notes in Electrical Engineering, 2014
ABSTRACT
Proceedings of the first ACM/IEEE-CS joint conference on Digital libraries - JCDL '01, 2001
ABSTRACT An online exhibition of a digital museum often consists of a varietyof multimedia object... more ABSTRACT An online exhibition of a digital museum often consists of a varietyof multimedia objects such as webpages, animation, and video clips. Ideally, there should be different exhibitions on the same topic for users with different needs. The difficulty is that it is time-consuming to produce illustrative and intriguing online exhibitions. In this paper, we present a content management system for producing exhibitions. This framework is a novel approach for organizing digital collections and for quickly selecting, integrating, and composing objects from the collection to produce exhibitions of different presentation styles, one for each user group. A prototype based on our framework has been implemented and successfully used in the production of a Lanyu digital museum. Using our method, the Lanyu Digital Museum online exhibition has several features: (1) It provides an easy way to compose artifacts extracted from the digital collection into exhibitions. (2) It provides an easy way to create different presentations of the same exhibition content that are catered to users with different needs. (3) It provides easy-to-use film-editing capability to re-arrange an exhibition and to produce new exhibitions from existing ones.
2005 International Conference on Machine Learning and Cybernetics, 2005
... useful for defining the common vocabulary used for representing shared knowledge ... The Race... more ... useful for defining the common vocabulary used for representing shared knowledge ... The Racer is especially designs for description logic computation based on TBox and ABox of knowledge ... bases, this study creates the vascular plant ontology that belongs to the botany domain. ...
The Electronic Library, 2006
Purpose-The purpose of this study is to describe a framework of ontological techniques to restren... more Purpose-The purpose of this study is to describe a framework of ontological techniques to restrengthen current content management systems of a natural science museum. The ontological approach is utilized to extend the service level from information to knowledge. Design/methodology/approach-Two ontologies have been established to perform vascular plant and herbal drug knowledge bases that further facilitate knowledge integration and inference. Furthermore, this study presented ontology development processes, including knowledge acquisition, representation, and retrieval. Findings-Empirical lessons related to development techniques are concluded as follows: first, the formal concept analysis can be used as a knowledge acquisition approach to acquire concepts and attributes from expertise. Second, the Ontology Web Language represents an XML-based language which provides formal logic expressions for describing knowledge concepts. Finally, the Jena APIs can be further developed as an ontology reasoner to facilitate knowledge inference and retrieval. Research limitations/implications-The development of ontological knowledge base is time-consuming and requires seamless collaboration among specialists, knowledge engineers, and information systems. Practical implications-Empirical lessons indicate that ontological techniques provide potential approaches for library and museum communities to apply for next generation knowledge building. Originality/value-This study indicates that ontological techniques have excellent potential for knowledge building.
The Electronic Library, 2006
Worldwide museums are facing the challenge of applying knowledge management to digital archives p... more Worldwide museums are facing the challenge of applying knowledge management to digital archives projects to unify content acquisition, creation, organization, reusing, and publication among individuals, departments, and projects for long-term business prospective. We propose a unified knowledge-based content management approach that consists of a unified knowledge content process, a knowledge-based content management system and multi-layer reusable knowledge content structures. EER model was applied to effect integrate the global knowledge-based content management system and express multi-layer reusable knowledge content structures in digital archives of museums. A practical system was implemented to provide a unify knowledge management environment that the knowledge content creation, management, sharing, reuse, and accessing among all projects, specialists, content, technologies, and applications can be realized.
Journal of Information Science and Engineering - JISE, 1999
A museum multimedia information system is designed not only for entertainment, but also for educa... more A museum multimedia information system is designed not only for entertainment, but also for education and research. Within the system, a huge number of intellectual assets is stored in a multitimedia database. Users can query the multimedia database and retrieve information matching the specified conditions. In this paper, we successfully apply the EER (Extended Entity-Relationship) model to describe the entire system. We also propose multiple retrieval functions including browsing and query, for various users to access the information in a flexible and efficient manner. Finally, a prototype system is developed based on WWW client/server systems and the object-relational DBMS UniSQL.
International Journal of Humanities and Arts Computing, 2014
The practices of knowledge management (KM) are complicated and usually difficult of accomplishmen... more The practices of knowledge management (KM) are complicated and usually difficult of accomplishment. In most situations, KM is introduced on a departmental or even individual level, leading to the Content Silo Trap where content, applications, and services are created in isolation. To address the issue, this paper proposes, for museums, a Unified Knowledge-based Content Management Framework, which consists of the Unified Process of Knowledge Content Development, the Multi-layered Reusable Knowledge Content Structures, and the Unified Knowledge-based Content Management System. The first declares tasks for the museum staff to perform while building and utilizing knowledge. The second abstracts content in consistent structures for reuse. The last comprises subsystems serving functionalities for knowledge-based content management. The proposed framework has been successfully introduced in the National Museum of Natural Science to manage tasks and operations on a daily basis. In addition,...
International Journal of Humanities and Arts Computing, 2012
To realise the of promotion and sustainable development for the digital archives programme, the N... more To realise the of promotion and sustainable development for the digital archives programme, the National Museum of Natural Science (NMNS) developed a game-based learning website for children with knowledgeable, storytelling, explorative learning, joyful and personalised characteristics. This website applied design principles including interdisciplinary island maps for exploration, theme-based design with learning content and games, multi-user interactive learning environments, good use of digital archives knowledge repositories, supporting school teaching and learning and personalised membership service. Some game factors were also infused into the website including curiosity, fantasy, self value, challenge, sense of control, exploring experience, sense of achievement, competitiveness, interpersonal interaction and virtual socialisation. An evaluation result indicates that the game-based learning website can inspire learning motivation and enhance learning effectiveness for children...
A museum multimedia information system is designed not only for entertainment, but also for educa... more A museum multimedia information system is designed not only for entertainment, but also for education and research. Within the system, a huge number of intellectual assets is stored in a multitimedia database. Users can query the multimedia database and retrieve information matching the specified conditions. In this paper, we successfully apply the EER (Extended Entity-Relationship) model to describe the entire system. We also propose multiple retrieval functions including browsing and query, for various users to access the information in a flexible and efficient manner. Finally, a prototype system is developed based on WWW client/server systems and the object-relational DBMS UniSQL.
Interactive Learning Environments
Journal of Psychology Research
Data Technologies and Applications
Purpose-The purpose of this paper is to develop a blended mobile game-based learning service call... more Purpose-The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children's learning in an environment blending virtual game worlds and a museum's physical space.
The Electronic Library
Purpose This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning... more Purpose This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with elementary school curricula and supports elementary education. Design/methodology/approach This model provides a highly participative and well-monitored environment with fruitful interactions among students, teachers and museum staff. A practical system was implemented in the National Museum of Natural Science in Taiwan. Findings The results show that the proposed model can effectively extend related learning resources to satisfy the requirements of elementary education. In addition, this model can engage students’ self-directed explorations through problem-solving learning content during the learning process. Research limitations/implications This learning model was implemented in a one-day theme-based learning activity. Generic learning outcomes and qualitative analysis were used to examine the students’...
Personal and Ubiquitous Computing
Journal of Medical and Biological Engineering, 2015
Journal of Medical Systems, 2015
Classification is the problem of identifying a set of categories where new data belong, on the ba... more Classification is the problem of identifying a set of categories where new data belong, on the basis of a set of training data whose category membership is known. Its application is wide-spread, such as the medical science domain. The issue of the classification knowledge protection has been paid attention increasingly in recent years because of the popularity of cloud environments. In the paper, we propose a Shaking Sorted-Sampling (triple-S) algorithm for protecting the classification knowledge of a dataset. The triple-S algorithm sorts the data of an original dataset according to the projection results of the principal components analysis so that the features of the adjacent data are similar. Then, we generate noise data with incorrect classes and add those data to the original dataset. In addition, we develop an effective positioning strategy, determining the added positions of noise data in the original dataset, to ensure the restoration of the original dataset after removing those noise data. The experimental results show that the disturbance effect of the triple-S algorithm on the CLC, MySVM, and LibSVM classifiers increases when the noise data ratio increases. In addition, compared with existing methods, the disturbance effect of the triple-S algorithm is more significant on MySVM and LibSVM when a certain amount of the noise data added to the original dataset is reached.
Lecture Notes in Electrical Engineering, 2014
ABSTRACT
Proceedings of the first ACM/IEEE-CS joint conference on Digital libraries - JCDL '01, 2001
ABSTRACT An online exhibition of a digital museum often consists of a varietyof multimedia object... more ABSTRACT An online exhibition of a digital museum often consists of a varietyof multimedia objects such as webpages, animation, and video clips. Ideally, there should be different exhibitions on the same topic for users with different needs. The difficulty is that it is time-consuming to produce illustrative and intriguing online exhibitions. In this paper, we present a content management system for producing exhibitions. This framework is a novel approach for organizing digital collections and for quickly selecting, integrating, and composing objects from the collection to produce exhibitions of different presentation styles, one for each user group. A prototype based on our framework has been implemented and successfully used in the production of a Lanyu digital museum. Using our method, the Lanyu Digital Museum online exhibition has several features: (1) It provides an easy way to compose artifacts extracted from the digital collection into exhibitions. (2) It provides an easy way to create different presentations of the same exhibition content that are catered to users with different needs. (3) It provides easy-to-use film-editing capability to re-arrange an exhibition and to produce new exhibitions from existing ones.
2005 International Conference on Machine Learning and Cybernetics, 2005
... useful for defining the common vocabulary used for representing shared knowledge ... The Race... more ... useful for defining the common vocabulary used for representing shared knowledge ... The Racer is especially designs for description logic computation based on TBox and ABox of knowledge ... bases, this study creates the vascular plant ontology that belongs to the botany domain. ...
The Electronic Library, 2006
Purpose-The purpose of this study is to describe a framework of ontological techniques to restren... more Purpose-The purpose of this study is to describe a framework of ontological techniques to restrengthen current content management systems of a natural science museum. The ontological approach is utilized to extend the service level from information to knowledge. Design/methodology/approach-Two ontologies have been established to perform vascular plant and herbal drug knowledge bases that further facilitate knowledge integration and inference. Furthermore, this study presented ontology development processes, including knowledge acquisition, representation, and retrieval. Findings-Empirical lessons related to development techniques are concluded as follows: first, the formal concept analysis can be used as a knowledge acquisition approach to acquire concepts and attributes from expertise. Second, the Ontology Web Language represents an XML-based language which provides formal logic expressions for describing knowledge concepts. Finally, the Jena APIs can be further developed as an ontology reasoner to facilitate knowledge inference and retrieval. Research limitations/implications-The development of ontological knowledge base is time-consuming and requires seamless collaboration among specialists, knowledge engineers, and information systems. Practical implications-Empirical lessons indicate that ontological techniques provide potential approaches for library and museum communities to apply for next generation knowledge building. Originality/value-This study indicates that ontological techniques have excellent potential for knowledge building.
The Electronic Library, 2006
Worldwide museums are facing the challenge of applying knowledge management to digital archives p... more Worldwide museums are facing the challenge of applying knowledge management to digital archives projects to unify content acquisition, creation, organization, reusing, and publication among individuals, departments, and projects for long-term business prospective. We propose a unified knowledge-based content management approach that consists of a unified knowledge content process, a knowledge-based content management system and multi-layer reusable knowledge content structures. EER model was applied to effect integrate the global knowledge-based content management system and express multi-layer reusable knowledge content structures in digital archives of museums. A practical system was implemented to provide a unify knowledge management environment that the knowledge content creation, management, sharing, reuse, and accessing among all projects, specialists, content, technologies, and applications can be realized.
Journal of Information Science and Engineering - JISE, 1999
A museum multimedia information system is designed not only for entertainment, but also for educa... more A museum multimedia information system is designed not only for entertainment, but also for education and research. Within the system, a huge number of intellectual assets is stored in a multitimedia database. Users can query the multimedia database and retrieve information matching the specified conditions. In this paper, we successfully apply the EER (Extended Entity-Relationship) model to describe the entire system. We also propose multiple retrieval functions including browsing and query, for various users to access the information in a flexible and efficient manner. Finally, a prototype system is developed based on WWW client/server systems and the object-relational DBMS UniSQL.
International Journal of Humanities and Arts Computing, 2014
The practices of knowledge management (KM) are complicated and usually difficult of accomplishmen... more The practices of knowledge management (KM) are complicated and usually difficult of accomplishment. In most situations, KM is introduced on a departmental or even individual level, leading to the Content Silo Trap where content, applications, and services are created in isolation. To address the issue, this paper proposes, for museums, a Unified Knowledge-based Content Management Framework, which consists of the Unified Process of Knowledge Content Development, the Multi-layered Reusable Knowledge Content Structures, and the Unified Knowledge-based Content Management System. The first declares tasks for the museum staff to perform while building and utilizing knowledge. The second abstracts content in consistent structures for reuse. The last comprises subsystems serving functionalities for knowledge-based content management. The proposed framework has been successfully introduced in the National Museum of Natural Science to manage tasks and operations on a daily basis. In addition,...
International Journal of Humanities and Arts Computing, 2012
To realise the of promotion and sustainable development for the digital archives programme, the N... more To realise the of promotion and sustainable development for the digital archives programme, the National Museum of Natural Science (NMNS) developed a game-based learning website for children with knowledgeable, storytelling, explorative learning, joyful and personalised characteristics. This website applied design principles including interdisciplinary island maps for exploration, theme-based design with learning content and games, multi-user interactive learning environments, good use of digital archives knowledge repositories, supporting school teaching and learning and personalised membership service. Some game factors were also infused into the website including curiosity, fantasy, self value, challenge, sense of control, exploring experience, sense of achievement, competitiveness, interpersonal interaction and virtual socialisation. An evaluation result indicates that the game-based learning website can inspire learning motivation and enhance learning effectiveness for children...