Figure - available from: Philosophy & Technology
This content is subject to copyright. Terms and conditions apply.
The M3 Metamodel Methodology (Van Gigch and Pipino 1986. Adapted by Lacerda and Lima-Marques 2014)

The M3 Metamodel Methodology (Van Gigch and Pipino 1986. Adapted by Lacerda and Lima-Marques 2014)

Source publication
Article
Full-text available
This paper formalizes an approach to the Internet of Things as a socio-technical system of systems and a part of the infosphere. It introduces a principle-based, human-centered approach to designing Internet of Things artifacts as elements of contextual cross-channel ecosystems. It connects the Internet of Things to the conceptualization of cross-c...

Citations

... In our development of the conceptual framework, we adapted IoT and artificial intelligence models to the higher-education context, including people, learning objects, and intelligent systems. Our conceptual model is based on the connectedness of intelligence in the IoT paradigm [46,47] and entails first the schematization of the IoITE building blocks, followed by a contextual view of the IoITE. Tangible and intangible educational assets are aligned with the traditional IoT conceptual models, thereby providing a map of components necessary for the realization of the IoITE. ...
... The IoITE proposes an ecosystem of systems and intelligences, which can be represented by infospheres. We elaborate on our proposed design intelligence layers as follows [47]: ...
Article
Full-text available
The application of the Internet of Things is increasing in momentum as advances in artificial intelligence exponentially increase its integration. This has caused continuous shifts in the Internet of Things paradigm with increasing levels of complexity. Consequently, researchers, practitioners, and governments continue facing evolving challenges, making it more difficult to adapt. This is especially true in the education sector, which is the focus of this article. The overall purpose of this study is to explore the application of IoT and artificial intelligence in education and, more specifically, learning. Our methodology follows four research questions. We first report the results of a systematic literature review on the Internet of Intelligence of Things (IoIT) in education. Secondly, we develop a corresponding conceptual model, followed thirdly by an exploratory pilot survey conducted on a group of educators from around the world to get insights on their knowledge and use of the Internet of Things in their classroom, thereby providing a better understanding of issues, such as knowledge, use, and their readiness to integrate IoIT. We finally present the application of the IoITE conceptual model in teaching and learning through four use cases. Our review of publications shows that research in the IoITE is scarce. This is even more so if we consider its application to learning. Analysis of the survey results finds that educators, in general, are lacking in their readiness to innovate with the Internet of Things in learning. Use cases highlight IoITE possibilities and its potential to explore and exploit. Challenges are identified and discussed.
... IA is the "blueprint" for the structure, arrangement, labeling, and search affordances of information content, and is especially pertinent to information-rich environments [55]. Although substantial research exists on how Information Architectures can support usability, navigation, and understandability [17,22,29,36,52], Figure 1: The Why-Where-Fix process. The Why is to produce the inclusivity bugs and the cognitive styles behind them; the Where is to localize the faults behind the bugs to the user-facing IA elements; and the Fix is to change the IA elements to expand the software's inclusivity. ...
Preprint
Although some previous research has found ways to find inclusivity bugs (biases in software that introduce inequities), little attention has been paid to how to go about fixing such bugs. Without a process to move from finding to fixing, acting upon such findings is an ad-hoc activity, at the mercy of the skills of each individual developer. To address this gap, we created Why/Where/Fix, a systematic inclusivity debugging process whose inclusivity fault localization harnesses Information Architecture(IA) -- the way user-facing information is organized, structured and labeled. We then conducted a multi-stage qualitative empirical evaluation of the effectiveness of Why/Where/Fix, using an Open Source Software (OSS) project's infrastructure as our setting. In our study, the OSS project team used the Why/Where/Fix process to find inclusivity bugs, localize the IA faults behind them, and then fix the IA to remove the inclusivity bugs they had found. Our results showed that using Why/Where/Fix reduced the number of inclusivity bugs that OSS newcomer participants experienced by 90%.
... In a situation where the whole world has had to move education to the digital sphere at the same time, which posed many challenges for teachers, students, and parents alike, it must be acknowledged that learning can be organized differently and that remote learning can be used to achieve learning goals, thus ensuring the sustainability of education (Daniela et al., 2018;Szekely & Mason, 2019;Visvizi & Daniela, 2019;Donath, Mircea & Rozman, 2020). However, it is important to take into account not only the availability of such solutions, but also, from the perspective of their applicability in the learning process, the educational value of these materials (Dreimane & Daniela, 2020) and the layout and design of information (Lacerda, Lima-Marques & Resmini, 2019) that can affect learning processes, as well as the digital competence of all parties involved (Davis, 1986;Lee & Choi, 2017;Biezā, 2020). ...
... Philosophers and historians of science and technology have started investigating the possible strengths and shortcomings of this implementation. Topics, such as the interrelation between robotics, AI, and the Internet of Things, and Human-Robot Interaction, are now part of mainstream philosophical research and debate (see, for example, Floridi 2008; Lacerda et al. 2019;Liggieri and Müller 2019;Müller 2020). These subjects have also been analyzed by relating robotic automation to broader social, economic, and ethical issues, such as the pros and cons of using robots in the workplace. ...
Article
Full-text available
This paper investigates the mechanisms of knowledge production of twenty-first century robotics-inspired morphology. How robotics influences investigations into the structure, development, and change of organic forms? Which definition of form is presupposed by this new approach to the study of form? I answer these questions by investigating how robots are used to understand and generate new questions about the locomotion of extinct animals in the first case study and in high-performance fishes in the second case study. After having illustrated the landscape of twentieth-century morphology, I will reflect on the definition of form adopted in twenty-first century robotics-inspired morphology as well as on the differences between this approach to the study of form and the so-called nature-inspired disciplines, such as bionics or biomimetics. In the conclusion, I suggest that we are now in a material turn in morphology, characterized by the coexistence of the robotic, the virtual, and the real, which enables an understanding of how the structures and dynamics of shapes change over time.
... It introduces a principle-based, human-centered approach to designing IoT artifacts that links the Internet of ings to the conceptualization of cross-channel ecosystems in current information architecture theory and practice. According to the metamodel methodology, it is necessary to establish an interdisciplinary theoretical framework to promote a human-centered comprehensible understanding of the Internet of ings phenomenon and its consequences [18]. Durao proposes a model for selecting IoT technology. ...
Article
Full-text available
In recent years, the Internet of Things technology can effectively innovate applications and services. The Internet of Things technology has become more and more popular. It provides an effective and direct bridge between the physical world and virtual objects in cyberspace. With the increase in the intensity of dragon boat training and the increasingly fierce competition, the possibility of injury is increasing. Dragon boat racing is a noncontact team sport based on strength and technology. The purpose of this paper is to solve the problem of people's lack of understanding of the sports injuries and causes of dragon boat athletes. We used the data fusion algorithm and cluster maintenance optimization algorithm to study the application of Internet of Things technology in the cause of dragon boat sports injury. In order to save energy, extend the network life cycle, shorten service interruption time, and increase data packet transmission, the cluster maintenance optimization algorithm in this paper mainly improves and optimizes the startup time of cluster maintenance, which depends on the maintenance cost. The experiment result shows that the etiological detection system proposed in this paper matches the actual sports injury results well. The experiment result shows that the research on the cause of injury in dragon boat sports based on Internet of Things technology can detect the damage law well and can have a more comprehensive understanding for the cause of injury, which helps to prevent injuries better and take effective treatments. In the analysis part, it can be concluded that the detection system is very accurate in detecting the cause, and the accuracy rate is basically 100%.
... As a result of that first Roundtable and of the global conversation it instigated and gave form to, the current, contemporary understanding of information architecture has by and large left behind "the illusion of the web as a library" (Resmini 2014, p. v). Conversely, so too "has the idea that library and information science is the only relevant body of knowledge for the discipline" (Lacerda et al 2018). Both in the practice and in research and education, this has opened the field to new methodological and conceptual contributions coming from a host of different disciplines, architecture and systems thinking among others, and has vastly broadened the seminal concept of what the "information spaces" that the field is vested in are: information architecture has been slowly moving "away from the single artifact, the website, to consider the entire product or service ecosystem (…) some parts of which might not be online or might not even be digital at all" (Resmini 2014, p. v), and strategic and organizational problems that are far removed from the idea of producing "blueprints for the web" (Wodtke 2003). ...
... This means that the "guiding" role of the epistemology level, which acts as a set of constraints that establish what is valid but also "acceptable" knowledge in a specific historic moment, thus ruling out certain conceptual framing in favor of others, is counterbalanced and slowly undermined by a constant trickling up, bottom to top, of practices that first make it to the object level, where they are validated, and then possibly to the meta level where they challenge the current understanding of what knowledge is. The M3 allows addressing "the existing gap (…) in Western culture between 'episteme' (science and 'knowledge that'), which is highly valued and respected, and 'techne' (technology and 'knowledge how'), which is seen as secondary' (…) by making them part of a systemic process" (Lacerda et al 2018), a rather important part of the ongoing efforts to reconcile the different views and goals that the practice and the research and education camps in information architecture express as of today. ...
Chapter
Full-text available
This chapter frames the ongoing epistemological evolution of information architecture as a shift, under the pressure of social and technological change, from the “classical” information architecture of the 1990s and early 2000s to a “contemporary” information architecture. It then establishes a differentiation between the two, modeled in accordance with the conceptualization of innovation in fields of knowledge offered by Van Gigch and Pipino’s Meta-Modeling Methodology.
... For example, Lacerda et al (2018) observe that while information architecture has maintained a relatively stable epistemological purpose as "the structural design of information spaces that support an agent's production of meaning", it has nonetheless seen the intrinsic meaning of that purpose change as the postdigital condition has redefined what these information spaces are. These spaces are now "experienced differently, used differently", but the methods and tools employed by the practice have not entirely caught up with the changes and thus fail to capture critical systemic aspects now part of the design space. ...
Chapter
Full-text available
The paper introduces a conceptualization of experience ecosystems as semantic blended spaces instantiated by the activities carried out by independent actors moving freely and at will between different products, services, devices, people, and locations in pursuit of individual goals. This conceptualization is anchored to three distinct cultural and socio-technical shifts that characterize the current postdigital condition: the displacement of postmodernism as the cultural dominant; the embodiment of digitality and the emergence of a blended space of action; the occurrence of a postdigital society. It contributes to ongoing conversations on ecosystem-level and systemic design from the point of view of information architecture and user experience in five distinct ways: by centering the discourse on the actor-driven individual experience made possible by the postdigital condition; by framing the problem space from an embodied, spatial and architectural perspective; by considering the environment systemically as a blend of digital and physical non-contiguous spaces; by recasting the object of design to be the semantic and spatial relationships that exist or could exist between the elements of the actor-centered ecosystem; by introducing a mapping methodology that can be used to capture and spatially describe the relational complexity of said ecosystems for further intervention.
... Lacerda, Lima-Marques and Resmini [43], with reference to Resmini and Lacerda [44], and Benyon and Resmini [45], define information architecture units as "actor-driven, information-based, semantic constructs connecting individual touchpoints into (a) transient architecture", assuming that actors (virtual museum users) use agents (virtual museums) to cross the boundaries of the information space that connect the contact points to achieve the desired position in the future, which from the educational perspective means scaffold learning outcomes and metacognition. This information space brings together previously unrelated information spaces in various ecosystems that participate in the wider infosphere [46], combining individuals, artefacts, places and events, and act as learning agents. ...
... This information space brings together previously unrelated information spaces in various ecosystems that participate in the wider infosphere [46], combining individuals, artefacts, places and events, and act as learning agents. Lacerda, Lima-Marques and Resmini define 16 information architecture principles that can be divided into three categories, which are: (i) Architectural principles that take into account the perspective of information space and artefacts; (ii) human principles that take into account the subjective perspective of subject/object interaction; and (iii) systemic principles that take into account the perspective between artefacts, actors and systems in information ecosystems [43]. ...
Article
Full-text available
Virtual solutions for exhibiting museum collections are no longer a novelty, as such experiences already exist in the world, but the remote use of museum collections for learning purposes has so far not been widely used in the educational environment. This article analyzes virtual museum applications by evaluating them from a learning perspective, including 25 criteria in the evaluation rubric divided into three groups: (i) Technical performance; (ii) information architecture; and (iii) educational value. This will enable educators to select the most appropriate material for their specific learning purpose and to plan the most appropriate learning strategies by organizing training sessions to acquire knowledge that can be enhanced by museum information and teaching students digital skills in evaluating information available in the digital environment, analyzing its pros and cons to teach them how to develop new innovative solutions. The research is carried out from a phenomenological perspective; to be more precise, virtual museums are analyzed using the principles of transcendental design and a hermeneutic design is used to interpret the resulting data. A total of 36 applications of virtual museums were analyzed, whereupon the results were compiled using static data analysis software, while 13 applications were used for the hermeneutic data analysis. The results suggest that the strength of virtual museums is in information architecture, but less attention is paid to the educational value of the material, which points to the need to change the principles of virtual museum design and emphasizes the role of teachers in using virtual museums as learning agents.
... The Server Link process on the sensing-end is developed based on NodeJS. It connects to the server through the Server-iot-device-sdk library and listens to downstream messages from the server [31], including "connect", "error", and "property / set". After the Server Link process hears the "property / set" message, the program will parse it and post the analysis result to the "property / set" and "property / clear" topics via node_redis, which are used for the calibration and clearing of the MKB0803 sensor respectively. ...
Article
Full-text available
The mobile crowd sensing technology in the environment integrating human, machines and things is an emerging direction in social computing. In kinematics research, continuous blood pressure monitoring and calibration are the basis for revealing the correlation between athlete motor function and blood pressure. At the same time, in the field of medical research, hypertension can be more easily controlled, thus improving the effectiveness of hypertension treatment. This paper presents the design principle of a human-machine fusion system based on CrowdOS, a mobile crowd sensing platform. The system innovatively establishes the correlation between blood pressure and exercise, improves the accuracy of cuffless blood pressure measurement, and verifies the feasibility of calibrating continuous cuffless blood pressure measurement based on exercise information. Using our system and electronic cuff sphygmomanometer, we measured 65 groups of data in walking, running, sitting and climbing stairs, each group lasting about 10 minutes. Based on these data, we established a regression analysis model for blood pressure measurement calibration. The accuracy of blood pressure calibration was improved from the original systolic root mean square error of 13.43mmHg and diastolic root mean square error of 8.35mmHg to 9.76mmHg and 5.56mmHg. The design method proposed in this paper provides a feasible solution for continuous cuffless blood pressure measurement and calibration, and shows broad application prospects in the fields of athlete scientific training and medical care.
... In this paper, the cage pigeon information monitoring management system is integrated [11]. Agricultural information technology and Internet of Things technology are applied to the system [12]. ...
Article
Full-text available
Environmental changes in the farm can have a significant impact on the healthy growth of cage pigeons, disease prevention and the quality of pigeon meat. The stability and adaptability testing of environmental monitoring equipment and systems was completed through the pilot deployment of IoT Ranch in a pigeon farm in Beijing. An integrated program for real-time monitoring of environmental parameters of cage pigeons is implemented. Moreover, a system for informatizing and researching environmental information and real-time querying information on a webpage or mobile terminal is developed. The information-integrated environmental monitoring equipment and system can provide technical support for the modernization, automation and digital management of cage pigeons.