299 research outputs found

    Usability in the future : explicit and implicit effects in cultural computing

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    Usability in the future : explicit and implicit effects in cultural computing

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    Lewis Carroll at Play

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    Lewis Carroll, a.k.a. Charles Lutwidge Dodgson, is a person whose books, Alice in Wonderland and Through the Looking Glass, have been quoted frequently in this century and are loved and cherished by many. Almost everyone as a child has listened to or read about Alice and her adventures in Wonderland. Why are they so popular? Florence Becker Lennon said Dodgson was able to "deal with contradictions and horrors and irrationalities, and to convert them into an art form that gives release to children and adults alike." The comedy and attention to "paradoxes of the human condition" is one reason adult readers love Lewis Carroll; because he journeys with them on the "quest for meaning and order" (Rackin 103). Yet another reason could be that he makes math puzzles and the like fun and enjoyable--One doesn't realize they are mathematical puzzles. He unified math, puzzles and games (including chess) and literature, concepts dynamically opposed which most people would not believe could ever go together. Some critics believe Lewis Carroll (a.k.a. Charles Lutwidge Dodgson) included more in than what readers usually notice. Florence Becker Lennon, Carroll's biographer, writes, "After all, Carroll was a philosopher, which means he transmuted his experiences into something beyond life" (Lennon 178). Also, Lewis Carroll was an excellent logician while Dodgson was not. If someone wants to see how great of a logician he was, Wonderland is the place to look (Weaver 24). In the math, logic and games Carroll created a series of experiences that challenged Alice and continue to challenge the reader today. Lewis Carroll has intrigued computer scientists and mathematicians-and all people interested in these subjects-by his inclusion of math, logic and games in the Alice books. Math was important to Dodgson since he was a mathematician. Computer science is built upon mathematical concepts and principles and technology during Carroll's age was increasing. Dodgson also enjoyed to reason things out by use of logical deduction. Computer science requires people to logically think about what a program is supposed to do and how to write the code so it will do it. Games are also important to Carroll and provide the basis for much of his humor in the books. These have rules by which players must abide by in order to win. The same holds true for computer scientists who must write code within certain constraints such as time and space. These three major topics of interest to Carroll provide the basis to analyze how they relate to computer science

    An evaluation of a children's 'classic' on CD-ROM

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    The market for children's electronic books in CD-ROM format is fast developing. Europress Software released in May 1995 the first of what they hope will be a series of children's classics. This study examines the way in which this classic is presented, how it is received by end users, both children and adults and what the potential is for such products. The use of such a format for delivering children's classics is also examined in terms of its advantages and disadvantages. A list of suggestions for future products, both in terms of content and suitable titles is also included

    Large scale experiments on correction of confused words

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    The paper describes a new approach to automatically learn contextual knowledge for spelling and grammar correction; we aim particularly to deal with cases where the words are all in the dictionary and so it is not obvious that there is an error. Traditional approaches are dictionary based, or use elementary tagging or partial parsing of the sentence to obtain context knowledge. Our approach uses affix information and only the most frequent words to reduce the complexity in terms of training time and running time for context-sensitive spelling correction. We build large scale confused word sets based on keyboard adjacency and apply our new approach to learn the contextual knowledge to detect and correct them. We explore the performance of auto-correction under conditions where significance and probability are set by the user

    The BG News November 4, 1997

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    The BGSU campus student newspaper November 4, 1997. Volume 80 - Issue 49https://scholarworks.bgsu.edu/bg-news/7239/thumbnail.jp

    Looking at the Curious Game of Translation: Exploring the Worlds of Alice, Wittgenstein and the Translator

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    The unfolding phenomenon of globalization, permeating the arenas of technology, politics and economics, necessitates greater levels of translation than ever before. The language services industry is becoming one of the world's fastest-growing industries. The extent of translation's penetration into so many aspects of human life thus demands careful evaluation, in terms of its precise purpose and methodology. Here, consideration is given to the works of Ludwig Wittgenstein and Lewis Carroll, in the belief that they offer mutually complementary guides to the world of language, a world that is organic, idiosyncratic and changing, a world that can neither be reduced to formulae nor controlled. By focusing on the particular nature and peculiarities of language that they highlight, and applying the lessons learnt therein, translators are better equipped to translate in our ever-changing world

    Perspectives on the use of augmented reality within the linguistic and literary field of primary education

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    The article analyzes the scientific sources on the problem of augmented reality in the educational field. There is a fragmentary rationale for new technology in primary school, to a greater extent the experience of scientists and practitioners relate to the integrated course “I am exploring the world”. The peculiarities of Ukrainian and foreign writers’ works with AR applications, which are appropriate to use during the classes of literary reading, are analyzed. The authors substantiated the prospect of augmented reality technology for mastering the artistic image of the world of literary work, the relevance of use of AR to modern educational challenges, and also demonstrated the possibility of immersion into the space of artistic creation and activation of students’ imagination with the help of AR applications. The article demonstrates the possibilities of use AR-technology for the development of emotional intelligence and creative thinking, solving educational tasks by setting up an active dialogue with literary heroes. The basic stages of the application of AR technologies in the literary reading lessons in accordance with the opportunities of the electronic resource are described: involvement; interaction; listening, reading and audition; research; creative work; evaluation. It is confirmed that in the process of using augmented reality technology during the reading lessons, the qualitative changes in the process of formation of the reader’s culture of the students of experimental classes appears, as well as the increase of motivation, development of emotional intelligence and creative thinkin

    Alumni Journal

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