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  • × theme_ss:"Information"
  1. Palermiti, R.; Polity, Y.: Desperately seeking user models in information retrieval systems : benefits and limits of cognitivist and marketing approaches (1995) 0.06
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    Abstract
    Presents a comparison of the benefits and limits of 2 different approaches to users of information systems: the cognitivst point of view which tries to perfect man-machine interfaces by using the 'user model' concept; and the marketing point of view, basically entrepreneurial and commercial. Suggests that research should go beyond the mere structure of information retrieval systems and focus on the analysis of the social and professional practices in which information retrieval tasks are embedded
  2. Pastor, J.A.S.: ¬El nuevo documento electronico de la tabla relacional al hiperdocumento (1996) 0.06
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    Abstract
    Criticizes the current processes of information management, with the objective of arriving at a new concept of the electronic document. Discusses problems of human language in the context of information management. Examines the problem of information from the point of view of the structure of knowledge, by analysing dysfunction in current processes of information management. Proposes a model of knowledge nearer to the human mind called 'document hypertext'. A combined interface of information management id also applicable in studies of hardware, graphic interfaces and metaphors of visualization of information. The current excessive fragmentation and artificial treatment of information structures could be avoided by simplifying of processes of information management and creating integral interfaces that bring information systems closer to the user
  3. Schmidt, A.: Endo-Management : Wissenslenkung in Cyber-Ökonomien (1999) 0.04
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    Abstract
    Was ist Wissensmanagement? Wissensmanagement ist eine integrale Vorgehensweise, um das Wissen von Individuen, Teams, Organisationen oder Gesellschaften weiterzuentwickeln. Wissensmanagement verfolgt hierbei das Ziel, Wissen im Einklang mit der Unternehmensstrategie effizienter zu navigieren, zu erzeugen, zu nutzen und zu kommunizieren, um die Lebensfähigkeit und Kernkompetenzen von Unternehmen ständig zu verbessern. Da in den meisten Unternehmen weniger als 50 % des vorhandenen Wissens genutzt wird, ist Wissen der wichtigste Rohstoff der Zukunft. Wissen besteht aus Daten, beim Individuum erzeugten Informationen, aus zuvor gemachten Erfahrungen, aus Kreativität und ernotionaler Intelligenz. Wissen ist somit ein mehrdimensionales Phänomen, daß untrennbar mit den menschlichen Interfaces und ihren Interaktionen gekoppelt ist. Die Entwicklung des Wissensmanagements wird durch die Zunahme der Interaktionen im Internet nachhaltig beeinflusst. Die Vorteile eines gezielten Wissensmanagements sind ein kostengünstiger und schneller Zugang zu internen und externen Wissensquellen, die Reduzierung des Zeitaufwandes beim Hervorbringen von Innovationen, die Förderung der Kommunikations- und Teamfähigkeit bei den Mitarbeitern, Effizienzsteigerungen durch direkten Zugriff auf Daten durch alle Mitarbeiter, die Beschleunigung sämtlicher Unternehmensprozesse, eine effektivere Einbindung von Kunden in problemlösungsorientierte Netzwerke sowie die Möglichkeit der interaktiven Kommunikation und Simulation in komplexen Projektumgebungen. Erfolgreiches Wissens-Management erfordert interdisziplinäres Wissen, welches die unterschiedlichen Fachgebiete verbindet und dadurch zum Katalysator für Innovationen werden kann. Zielorientiertes Wissensmanagement erfordert die Lenkungsfähigkeiten im Hinblick auf Daten- und Informationserzeugung auf allen organisatorischen Ebenen zu verbessern. Dies ist die Voraussetzung, damit Führungskräfte, Sacharbeiter oder Studenten Gestaltungsprozesse mit der Ressource Wissen vornehmen können. Unternehmen, die zukünftig nicht über ein effizientes Wissens-Managenent verfügen, werden in einem wissensintensiven Wettbewerb nicht bestehen können.
    Die Halbwertszeit neuer Technologien, Strukturen und Prozesse erfordert ein spezielles Wissensmanagement im Hinblick auf Innovationen und Erfindungen. Beispiele aus erfolgreichen Unternehmen wie Microsoft, Intel oder Compaq zeigen, daß durch die gezielte Nutzung und Weiterentwicklung des in den Unternehmen vorhandenen Wissens Kostensenkungs- und Wachstumspotentiale freigesetzt werden können, die mit herkömmlichen Verschlankungsansätzen oder ReorganisationskonzePten nicht hätten erreicht werden können. Qualitatives Wachstum durch Wissensaustausch erfordert jedoch Echtzeitsysteme, die instantane Diskussionen und Interaktionen in Internet-Foren, Intranets oder mit externen Netzwerken erlauben. Endo-Management. Beim Endo-Management (= Unternehmensführung im Cyberspace) geht es um die Gestaltung, Simulation und Lenkung von künstlichen Welten sowie die Wahrnehmung, Kommunikation und Interaktion mit diesen CyberWelten durch Virtuelle Realitäten. Netzwerke werden hierbei nicht im Rahmen von Markt- oder Organisationsuntersuchungen, sondern im Rahmen von Interfaces betrachtet, d.h. von Strukturen und Prozessen, die unsere Wirklichkeiten konstruieren. Die Vielfalt der simulierten Alternativen erfordert hierbei Freiräume für die Teilnehmer, damit neue Regeln sowohl für die Exo (Außen)- als auch die Endo (Innen)-Welten erfunden werden können.
    Da der Mensch gleichzeitig Teilnehmer der physischen Exo-Welt sowie Teilnehmer der Endo-Welt des Computers im Rahmen des Cyberspace sein kann, hat er die notwendige ExoPerspektive (Super-BeobachterStatus) gegenüber der Simulation, um die Endo-Welten weiterzuentwickeln und zu verbessern. Darüber hinaus erfolgreiche Problemlösungen innerhalb des Cyberspace gegebenenfalls auch auf physische Exo-Welten übertragen werden. Ein Beispiel für erfolgreiches Endo-Management sind "Community Networks", d.h. Systeme, die sich an die gesamte Bevölkerung eines lokalen Gerneinwesens richten. Derartige Conirmunities haben das Ziel, Bürgerinnen und Bürger kostenlos bzw gegen ein äußerst geringes Entgelt an den Vorteilen der direkten Kommunikation und des echtzeitorientierten Wissensaustausches partizipieren zu lassen. Die Lenkungsproblematik wird oftmals von Software-Experten ignoriert und alleinig auf technologische Problemlösungen eingeengt. Es gibt jedoch keine Algorithmen für Communities, da diese sich durch die Wechselwirkung der Teilnehmer selbst organisieren und ständig neue Interfaces designen. Das Endo-Management von "Cornmunity-Networks" basiert hierbei auf folgenden Erfolgscharakteristiken: dauerhafte Identitäten, fortgesetzte Interaktion, Anschlußfähigkeit an vorhergehende Kommunikation, Transparenz der Handlungen der einzelnen Teilnehmer, eindeutige Spielregeln, eine relativ stabile Population, wohl definierte Grenzen sowie einen Mehrwert für die Teilnehmer, der in sozialen Bindungen oder einer Erhöhung des Wissens besteht
    Date
    29. 1.1997 18:49:05
  4. Martin, W.J.: ¬The information society (1995) 0.02
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    Date
    15. 7.2002 14:22:55
    LCSH
    Information storage and retrieval systems / Social aspects
    PRECIS
    Society / Effects of technological development in information systems
    Subject
    Information storage and retrieval systems / Social aspects
    Society / Effects of technological development in information systems
  5. Gill, K.S.: Knowledge and the post-industrial society (1996) 0.02
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    Pages
    S.3-29
    Series
    Human-centred systems
  6. Crowe, M.; Beeby, R.; Gammack, J.: Constructing systems and information : a process view (1996) 0.02
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    Abstract
    Within dynamic organizations, information systems often fail to adapt to changing requirements and structures. The book presents a different view of IS provision, based on end-user information systems construction, as a means of avoiding many of the recognized problems. Adopting a philosophy of constructivism, emphasizing psychological and social factors in information construction, the authors examine different types of systems across natural and social sciences
    Content
    Enthält u.a. die Kapitel: A constructivist approach to systems, science and constructivism, organizations as systems
    Date
    25.12.2001 13:22:30
    Series
    The McGraw-Hill information systems, management and strategy series
  7. Leydesdorff, L.; Johnson, M.W.; Ivanova, I.: Toward a calculus of redundancy : signification, codification, and anticipation in cultural evolution (2018) 0.02
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    Abstract
    This article considers the relationships among meaning generation, selection, and the dynamics of discourse from a variety of perspectives ranging from information theory and biology to sociology. Following Husserl's idea of a horizon of meanings in intersubjective communication, we propose a way in which, using Shannon's equations, the generation and selection of meanings from a horizon of possibilities can be considered probabilistically. The information-theoretical dynamics we articulate considers a process of meaning generation within cultural evolution: information is imbued with meaning, and through this process, the number of options for the selection of meaning in discourse proliferates. The redundancy of possible meanings contributes to a codification of expectations within the discourse. Unlike hardwired DNA, the codes of nonbiological systems can coevolve with the variations. Spanning horizons of meaning, the codes structure the communications as selection environments that shape discourses. Discursive knowledge can be considered as meta-coded communication that enables us to translate among differently coded communications. The dynamics of discursive knowledge production can thus infuse the historical dynamics with a cultural evolution by adding options, that is, by increasing redundancy. A calculus of redundancy is presented as an indicator whereby these dynamics of discourse and meaning may be explored empirically.
    Date
    29. 9.2018 11:22:09
  8. Gödert, W.; Lepsky, K.: Informationelle Kompetenz : ein humanistischer Entwurf (2019) 0.02
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    Footnote
    Rez. in: Philosophisch-ethische Rezensionen vom 09.11.2019 (Jürgen Czogalla), Unter: https://philosophisch-ethische-rezensionen.de/rezension/Goedert1.html. In: B.I.T. online 23(2020) H.3, S.345-347 (W. Sühl-Strohmenger) [Unter: https%3A%2F%2Fwww.b-i-t-online.de%2Fheft%2F2020-03-rezensionen.pdf&usg=AOvVaw0iY3f_zNcvEjeZ6inHVnOK]. In: Open Password Nr. 805 vom 14.08.2020 (H.-C. Hobohm) [Unter: https://www.password-online.de/?mailpoet_router&endpoint=view_in_browser&action=view&data=WzE0MywiOGI3NjZkZmNkZjQ1IiwwLDAsMTMxLDFd].
  9. Logothetis, N.K.: ¬Das Sehen : ein Fenster zum Bewußtsein (2000) 0.02
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    Date
    31.12.1996 19:29:41
    22. 7.2000 19:02:07
  10. Roth, G.; Dicke, U.; Wiggers, W.: Wie das Gehirn eine Fliege erkennt (1999) 0.02
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    Date
    31.12.1996 19:29:41
    22. 7.2000 19:04:41
  11. Information, eine dritte Wirklichkeitsart neben Materie und Geist (1995) 0.02
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    Date
    29. 7.2001 10:22:25
  12. Dillon, A.: Spatial-semantics : how users derive shape from information space (2000) 0.02
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    Abstract
    User problems with large information spaces multiply in complexity when we enter the digital domain. Virtual information environments can offer 3D representations, reconfigurations, and access to large databases that may overwhelm many users' abilities to filter and represent. As a result, user frequently experience disorienting in navigation large digital spaces to locate an duse information. To date, the research response has been predominantly based on the analysis of visual navigational aids that might support users' bottom-up processing of the spatial display. In the present paper, an emerging alternative is considered that places greater emphasis on the top-down application of semantic knowledge by the user gleaned from their experiences within the sociocognitive context of information production and consumption. A distinction between spatial and semantic cues is introduced, and existing empirical data are reviewed that highlight the differential reliance on spatial or semantic information as the domain expertise of the user increases. The conclusion is reached that interfaces for shaping information should be built on an increasing analysis of users' semantic processing
  13. Burke, M.A.: Meaning, multimedia and the Internet : subject retrieval challenges and solutions (1997) 0.02
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    Abstract
    Starts from the premise that meaning is not an intrinsic property of information items. Approaches to 'meaning' in diverse humanities disciplines, including philosophy, psychology, and the history of arts and music, are drawn on to enhance the understanding of meaning in the context of multimedia information retrieval on the Internet. The approaches described include philosophy of language and meaning, psychology of language including repertory grids and semantic differential, iconography and levels of meaning, and representation of music. A consistent theme in all these disciplines is the recognition that meaning is context dependent and may be analyzed at a variety of different levels, with nomenclature and number of levels varying across disciplines. Identifies the strengths and weaknesses of searching and retrieval on the Internet with particular emphasis on subject content and meaning. It shows the limitations of searching using the most basic level of meaning, while attempting to cater for a wide diversity of information resources and users. Recommends enhanced retrieval interfaces linked to the needs of specific user groups and the characteristics of specific media on the Internet
  14. Calvin, W.H.; Ojemann, G.A.: Einsicht ins Gehirn : wie Denken und Sprache entsteht (1995) 0.02
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    Date
    27. 1.1996 10:29:55
    22. 7.2000 18:41:04
  15. Burnett, R.: How images think (2004) 0.01
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    Footnote
    Rez. in: JASIST 56(2005) no.10, S.1126-1128 (P.K. Nayar): "How Images Think is an exercise both in philosophical meditation and critical theorizing about media, images, affects, and cognition. Burnett combines the insights of neuroscience with theories of cognition and the computer sciences. He argues that contemporary metaphors - biological or mechanical - about either cognition, images, or computer intelligence severely limit our understanding of the image. He suggests in his introduction that "image" refers to the "complex set of interactions that constitute everyday life in image-worlds" (p. xviii). For Burnett the fact that increasing amounts of intelligence are being programmed into technologies and devices that use images as their main form of interaction and communication-computers, for instance-suggests that images are interfaces, structuring interaction, people, and the environment they share. New technologies are not simply extensions of human abilities and needs-they literally enlarge cultural and social preconceptions of the relationship between body and mind. The flow of information today is part of a continuum, with exceptional events standing as punctuation marks. This flow connects a variety of sources, some of which are continuous - available 24 hours - or "live" and radically alters issues of memory and history. Television and the Internet, notes Burnett, are not simply a simulated world-they are the world, and the distinctions between "natural" and "non-natural" have disappeared. Increasingly, we immerse ourselves in the image, as if we are there. We rarely become conscious of the fact that we are watching images of events-for all perceptioe, cognitive, and interpretive purposes, the image is the event for us. The proximity and distance of viewer from/with the viewed has altered so significantly that the screen is us. However, this is not to suggest that we are simply passive consumers of images. As Burnett points out, painstakingly, issues of creativity are involved in the process of visualization-viewwes generate what they see in the images. This involves the historical moment of viewing-such as viewing images of the WTC bombings-and the act of re-imagining. As Burnett puts it, "the questions about what is pictured and what is real have to do with vantage points [of the viewer] and not necessarily what is in the image" (p. 26). In his second chapter Burnett moves an to a discussion of "imagescapes." Analyzing the analogue-digital programming of images, Burnett uses the concept of "reverie" to describe the viewing experience. The reverie is a "giving in" to the viewing experience, a "state" in which conscious ("I am sitting down an this sofa to watch TV") and unconscious (pleasure, pain, anxiety) processes interact. Meaning emerges in the not-always easy or "clean" process of hybridization. This "enhances" the thinking process beyond the boundaries of either image or subject. Hybridization is the space of intelligence, exchange, and communication.
    Moving an to virtual images, Burnett posits the existence of "microcultures": places where people take control of the means of creation and production in order to makes sense of their social and cultural experiences. Driven by the need for community, such microcultures generate specific images as part of a cultural movement (Burnett in fact argues that microcultures make it possible for a "small cinema of twenty-five seats to become part of a cultural movement" [p. 63]), where the process of visualization-which involves an awareness of the historical moment - is central to the info-world and imagescapes presented. The computer becomms an archive, a history. The challenge is not only of preserving information, but also of extracting information. Visualization increasingly involves this process of picking a "vantage point" in order to selectively assimilate the information. In virtual reality systems, and in the digital age in general, the distance between what is being pictured and what is experienced is overcome. Images used to be treated as opaque or transparent films among experience, perception, and thought. But, now, images are taken to another level, where the viewer is immersed in the image-experience. Burnett argues-though this is hardly a fresh insight-that "interactivity is only possible when images are the raw material used by participants to change if not transform the purpose of their viewing experience" (p. 90). He suggests that a work of art, "does not start its life as an image ... it gains the status of image when it is placed into a context of viewing and visualization" (p. 90). With simulations and cyberspace the viewing experience has been changed utterly. Burnett defines simulation as "mapping different realities into images that have an environmental, cultural, and social form" (p. 95). However, the emphasis in Burnett is significant-he suggests that interactivity is not achieved through effects, but as a result of experiences attached to stories. Narrative is not merely the effect of technology-it is as much about awareness as it is about Fantasy. Heightened awareness, which is popular culture's aim at all times, and now available through head-mounted displays (HMD), also involves human emotions and the subtleties of human intuition.
    Burnett's work is a useful basic primer an the new media. One of the chief attractions here is his clear language, devoid of the jargon of either computer sciences or advanced critical theory. This makes How Images Think an accessible introduction to digital cultures. Burnett explores the impact of the new technologies an not just image-making but an image-effects, and the ways in which images constitute our ecologies of identity, communication, and subject-hood. While some of the sections seem a little too basic (especially where he speaks about the ways in which we constitute an object as an object of art, see above), especially in the wake of reception theory, it still remains a starting point for those interested in cultural studies of the new media. The Gase Burnett makes out for the transformation of the ways in which we look at images has been strengthened by his attention to the history of this transformation-from photography through television and cinema and now to immersive virtual reality systems. Joseph Koemer (2004) has pointed out that the iconoclasm of early modern Europe actually demonstrates how idolatory was integral to the image-breakers' core belief. As Koerner puts it, "images never go away ... they persist and function by being perpetually destroyed" (p. 12). Burnett, likewise, argues that images in new media are reformed to suit new contexts of meaning-production-even when they appear to be destroyed. Images are recast, and the degree of their realism (or fantasy) heightened or diminished-but they do not "go away." Images do think, but-if I can parse Burnett's entire work-they think with, through, and in human intelligence, emotions, and intuitions. Images are uncanny-they are both us and not-us, ours and not-ours. There is, surprisingly, one factual error. Burnett claims that Myron Kreuger pioneered the term "virtual reality." To the best of my knowledge, it was Jaron Lanier who did so (see Featherstone & Burrows, 1998 [1995], p. 5)."
  16. Donsbach, W.: Wahrheit in den Medien : über den Sinn eines methodischen Objektivitätsbegriffes (2001) 0.01
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    Source
    Politische Meinung. 381(2001) Nr.1, S.65-74 [https%3A%2F%2Fwww.dgfe.de%2Ffileadmin%2FOrdnerRedakteure%2FSektionen%2FSek02_AEW%2FKWF%2FPublikationen_Reihe_1989-2003%2FBand_17%2FBd_17_1994_355-406_A.pdf&usg=AOvVaw2KcbRsHy5UQ9QRIUyuOLNi]
  17. Malsburg, C. von der: ¬The correlation theory of brain function (1981) 0.01
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    Source
    http%3A%2F%2Fcogprints.org%2F1380%2F1%2FvdM_correlation.pdf&usg=AOvVaw0g7DvZbQPb2U7dYb49b9v_
  18. Anderson, O.R.: Some interrelationships between constructivist models of learning and current neurobiological theory, with implications for science ieducation (1992) 0.01
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    Abstract
    Recent advances in the neurosciences have begun to elucidate how some fundamental mechanisms of nervous systems activity can explain human information processing and the acquisition of knowledge. Some of these findings are consistent with a cognitive view of constructivist models of learning and provide additional theoretical support for constructivist applications to science education reform. Current thought at the interface between neurocognitive research and constructivist philosophy is summarized here and discussed in a context of implications for scientific epistemology and conceptual change processes in science education
    Source
    Journal of research in science teaching. 29(1992) no.10, S.1037-1058
  19. Smith, L.C.: "Wholly new forms of encyclopedias" : electronic knowledge in the form of hypertext (1989) 0.01
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    Abstract
    The history of encyclopedias and wholly new forms of encyclopedias are briefly reviewed. The possibilities and problems that hypertext presents as a basis for new forms of encyclopedias are explored. The capabilities of current systems, both experimental and commercially available, are outlined, focusing on new possibilities for authoring and design and for reading the retrieval. Examples of applications already making use of hypertext are given.
    Date
    7. 1.1996 22:47:52
  20. Cole, C.: ¬The consciousness' drive : information need and the search for meaning (2018) 0.01
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    LCSH
    User Interfaces and Human Computer Interaction
    Subject
    User Interfaces and Human Computer Interaction

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