7,627 research outputs found
Ontological Approaches to Modelling Narrative
We outline a simple taxonomy of approaches to modelling narrative, explain how these might be realised ontologically, and describe our continuing work to apply these techniques to the problem of Memories for Life
The Faculty Notebook, September 2002
The Faculty Notebook is published periodically by the Office of the Provost at Gettysburg College to bring to the attention of the campus community accomplishments and activities of academic interest. Faculty are encouraged to submit materials for consideration for publication to the Associate Provost for Faculty Development. Copies of this publication are available at the Office of the Provost
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Politeness and bias in dialogue summarization: two exploratory studies
In this chapter, two empirical pilot studies on the role of politeness in dialogue summarization are described. In these studies, a collection of four dialogues was used. Each dialogue was automatically generated by the NECA system and the politeness of the dialogue participants was
systematically manipulated. Subjects were divided into groups who had to summarize the dialogues from a particular dialogue participant’s point of view or the point of view of an impartial observer. In the first study, there were no other constraints. In the second study, the summarizers were restricted to summaries whose length did not exceed 10% of the number of words in the dialogue that was being summarized. Amongst other things, it was found that the politeness of the interaction is
included more often in summaries of dialogues that deviate from what would be considered normal or unmarked. A comparison of the results of the two studies suggests that the extent to which politeness is reported is not affected by how long a summary is allowed to be. It was also found that the point of view of the summarizer influences which information is included in the summary and how it is presented. This finding did not seem to be affected by the constraint in our second study on the summary length
Information access tasks and evaluation for personal lifelogs
Emerging personal lifelog (PL) collections contain permanent digital records of information associated with individuals’ daily lives. This can include materials such as emails received and sent, web content and other documents with which they have interacted, photographs, videos and music experienced passively or created, logs of phone calls and text messages, and also personal and contextual data such as location (e.g. via GPS sensors), persons and objects present (e.g. via Bluetooth) and physiological state (e.g. via biometric sensors). PLs can be collected by individuals over very extended periods, potentially running to many years. Such archives have many potential applications including helping individuals recover partial forgotten information, sharing experiences with friends or family, telling the story of one’s life, clinical applications for the memory impaired, and fundamental psychological investigations of memory. The Centre for Digital Video Processing (CDVP) at Dublin City University is currently engaged in the collection and exploration of applications of large PLs. We are collecting rich archives of daily life including textual and visual materials, and contextual context data. An important part of this work is to consider how the effectiveness of our ideas can be measured in terms of metrics and experimental design. While these studies have considerable similarity with traditional evaluation activities in areas such as information retrieval and summarization, the characteristics of PLs mean that new challenges and questions emerge. We are currently exploring the issues through a series of pilot studies and questionnaires. Our initial results indicate that there are many research questions to be explored and that the relationships between personal memory, context and content for these tasks is complex and fascinating
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Development of Computer Science Disciplines - A Social Network Analysis Approach
In contrast to many other scientific disciplines, computer science considers
conference publications. Conferences have the advantage of providing fast
publication of papers and of bringing researchers together to present and
discuss the paper with peers. Previous work on knowledge mapping focused on the
map of all sciences or a particular domain based on ISI published JCR (Journal
Citation Report). Although this data covers most of important journals, it
lacks computer science conference and workshop proceedings. That results in an
imprecise and incomplete analysis of the computer science knowledge. This paper
presents an analysis on the computer science knowledge network constructed from
all types of publications, aiming at providing a complete view of computer
science research. Based on the combination of two important digital libraries
(DBLP and CiteSeerX), we study the knowledge network created at
journal/conference level using citation linkage, to identify the development of
sub-disciplines. We investigate the collaborative and citation behavior of
journals/conferences by analyzing the properties of their co-authorship and
citation subgraphs. The paper draws several important conclusions. First,
conferences constitute social structures that shape the computer science
knowledge. Second, computer science is becoming more interdisciplinary. Third,
experts are the key success factor for sustainability of journals/conferences
A Comparative Study of Reservoir Computing for Temporal Signal Processing
Reservoir computing (RC) is a novel approach to time series prediction using
recurrent neural networks. In RC, an input signal perturbs the intrinsic
dynamics of a medium called a reservoir. A readout layer is then trained to
reconstruct a target output from the reservoir's state. The multitude of RC
architectures and evaluation metrics poses a challenge to both practitioners
and theorists who study the task-solving performance and computational power of
RC. In addition, in contrast to traditional computation models, the reservoir
is a dynamical system in which computation and memory are inseparable, and
therefore hard to analyze. Here, we compare echo state networks (ESN), a
popular RC architecture, with tapped-delay lines (DL) and nonlinear
autoregressive exogenous (NARX) networks, which we use to model systems with
limited computation and limited memory respectively. We compare the performance
of the three systems while computing three common benchmark time series:
H{\'e}non Map, NARMA10, and NARMA20. We find that the role of the reservoir in
the reservoir computing paradigm goes beyond providing a memory of the past
inputs. The DL and the NARX network have higher memorization capability, but
fall short of the generalization power of the ESN
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