273 research outputs found

    Studies on Inequalities in Information Society. Proceedings of the Conference, Well-Being in the Information Society

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    Siirretty Doriast

    CLARIN. The infrastructure for language resources

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    CLARIN, the "Common Language Resources and Technology Infrastructure", has established itself as a major player in the field of research infrastructures for the humanities. This volume provides a comprehensive overview of the organization, its members, its goals and its functioning, as well as of the tools and resources hosted by the infrastructure. The many contributors representing various fields, from computer science to law to psychology, analyse a wide range of topics, such as the technology behind the CLARIN infrastructure, the use of CLARIN resources in diverse research projects, the achievements of selected national CLARIN consortia, and the challenges that CLARIN has faced and will face in the future. The book will be published in 2022, 10 years after the establishment of CLARIN as a European Research Infrastructure Consortium by the European Commission (Decision 2012/136/EU)

    CLARIN

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    The book provides a comprehensive overview of the Common Language Resources and Technology Infrastructure – CLARIN – for the humanities. It covers a broad range of CLARIN language resources and services, its underlying technological infrastructure, the achievements of national consortia, and challenges that CLARIN will tackle in the future. The book is published 10 years after establishing CLARIN as an Europ. Research Infrastructure Consortium

    Roots Reloaded. Culture, Identity and Social Development in the Digital Age

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    This edited volume is designed to explore different perspectives of culture, identity and social development using the impact of the digital age as a common thread, aiming at interdisciplinary audiences. Cases of communities and individuals using new technology as a tool to preserve and explore their cultural heritage alongside new media as a source for social orientation ranging from language acquisition to health-related issues will be covered. Therefore, aspects such as Art and Cultural Studies, Media and Communication, Behavioral Science, Psychology, Philosophy and innovative approaches used by creative individuals are included. From the Aboriginal tribes of Australia, to the Maoris of New Zealand, to the mystical teachings of Sufi brotherhoods, the significance of the oral and written traditions and their current relation to online activities shall be discussed in the opening article. The book continues with a closer look at obesity awareness support groups and their impact on social media, Facebook usage in language learning context, smartphone addiction and internet dependency, as well as online media reporting of controversial ethical issues. The Digital progress has already left its dominating mark as the world entered the 21st century. Without a doubt, as technology continues its ascent, society will be faced with new and altering values in an effort to catch-up with this extraordinary Digitization, adapt satisfactorily in order to utilize these strong developments in everyday life

    CLARIN

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    The book provides a comprehensive overview of the Common Language Resources and Technology Infrastructure – CLARIN – for the humanities. It covers a broad range of CLARIN language resources and services, its underlying technological infrastructure, the achievements of national consortia, and challenges that CLARIN will tackle in the future. The book is published 10 years after establishing CLARIN as an Europ. Research Infrastructure Consortium

    European Language Grid

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    This open access book provides an in-depth description of the EU project European Language Grid (ELG). Its motivation lies in the fact that Europe is a multilingual society with 24 official European Union Member State languages and dozens of additional languages including regional and minority languages. The only meaningful way to enable multilingualism and to benefit from this rich linguistic heritage is through Language Technologies (LT) including Natural Language Processing (NLP), Natural Language Understanding (NLU), Speech Technologies and language-centric Artificial Intelligence (AI) applications. The European Language Grid provides a single umbrella platform for the European LT community, including research and industry, effectively functioning as a virtual home, marketplace, showroom, and deployment centre for all services, tools, resources, products and organisations active in the field. Today the ELG cloud platform already offers access to more than 13,000 language processing tools and language resources. It enables all stakeholders to deposit, upload and deploy their technologies and datasets. The platform also supports the long-term objective of establishing digital language equality in Europe by 2030 – to create a situation in which all European languages enjoy equal technological support. This is the very first book dedicated to Language Technology and NLP platforms. Cloud technology has only recently matured enough to make the development of a platform like ELG feasible on a larger scale. The book comprehensively describes the results of the ELG project. Following an introduction, the content is divided into four main parts: (I) ELG Cloud Platform; (II) ELG Inventory of Technologies and Resources; (III) ELG Community and Initiative; and (IV) ELG Open Calls and Pilot Projects

    Pedagogy and Educational Sciences in the Post-Soviet Baltic States, 1990–2004: Changes and Challenges

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    Plasmonics is a promising field of nanophotonics dealing with light interaction with metallic nanostructures. In such material systems, hybridizationof photons and collective free-electron oscillation can result in sub-wavelength light confinement. The strong light-matter interaction can be harnessed for,among many applications, high-density photonic integration, metamaterial design, enhanced nonlinear optics, sensing etc. In the current thesis work, we focus on experimental fabrication and characterization of planar plasmonic metamaterials and waveguide structures. The samples are fabricated based on the generic electron beam lithography and characterizations are done with our home-made setups. Mastering and refinement of fabrication techniques as well as setting up the characterization tools have constituted as a majorpart of the thesis work. In particular, we experimentally realized a plasmonic absorber based on a 2D honeycomb array of gold nano-disks sitting on top of a reflector through a dielectric spacer. The absorber not only exhibits an absorption peak which is owing to localized surface plasmon resonance and is insensitive to incidence’s angle or polarization, but also possesses an angle- and polarization-sensitive high-order absorption peak with a narrow bandwidth. We also demonstrated that the strong light absorption in such plasmonic absorbers can be utilized to photothermally re-condition the geometry of gold nanoparticles. The nearly perfect absorption capability of our absorbers promises a wide range of potential applications, including thermal emitter, infrared detectors, and sensors etc. We also fabricated a plasmonic strip waveguide in a similar metal-insulator-metal structure. The strip waveguide has a modal confinement slightly exceeding that of the so-called plasmonic slot waveguide. We further thermally annealed the waveguide. It is observed that the propagation loss at 980 nm has been decreased significantly,which can be attributed to the improvement in gold quality after thermal annealing.QC 20140203</p

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work
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