Pattern based task management has been proposed as a promising approach to work experience reuse in knowledge intensive work environments. While initial work has focused on the conceptualization and development of a generic framework, the process and user interaction of the task pattern lifecycle has not been addressed. In this paper, we introduce task copy augmented by Abstraction Services as a novel approach to facilitate task pattern creation and maintenance in a semi-automatic fashion. Also, we develop the architecture to demonstrate the underlying ideas by leveraging the advantage of semantic technologies.
Category Archives: K.8.0
Semantic Task Management Framework
Despite the growing importance of knowledge work in today’s organizations, its support by means of ICT tools is still rather limited. Recent trends in semantic technologies provide novel approaches for an effective solution to these challenges in terms of semanticbased task management. However, task management involves the complex interplay of information and work activities. Thus a semantic task management framework is needed which supports an adaptable semantic foundation, to meet the challenges of knowledge work, via a set of task services on the desktop. To this end, we propose the Nepomuk Semantic Task Management Framework (STMF) as platform for a task-oriented ecosystem for desktop applications.
Attention Metadata in Knowledge and Learning Management
The paper outlines how attention metadata enables a tight integration between organisational knowledge stores and human resource management on the one hand and learning management system in corporate contexts on the other hand. The approach relies on an extension of AttentionXML, a metadata standard to capture the attention a user spends on digital content. We suggest relying on attention metadata to unobtrusively capture the attention of employees at the workplace (e.g. through workflow systems, knowledge management systems, human resource management systems, etc.) and use the captured information to enable a targeted steering of learning process of the employee in companies in accordance with company’s and employee’s aims and goals.
Aspects of Game-based Learning
How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for educational purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process. An innovative education paradigm like game-based learning suitable for this purpose is described in this article. The connection of the collaborative social context of education with game-based learning is discussed.