29,398 research outputs found
Conversational Exploratory Search via Interactive Storytelling
Conversational interfaces are likely to become more efficient, intuitive and
engaging way for human-computer interaction than today's text or touch-based
interfaces. Current research efforts concerning conversational interfaces focus
primarily on question answering functionality, thereby neglecting support for
search activities beyond targeted information lookup. Users engage in
exploratory search when they are unfamiliar with the domain of their goal,
unsure about the ways to achieve their goals, or unsure about their goals in
the first place. Exploratory search is often supported by approaches from
information visualization. However, such approaches cannot be directly
translated to the setting of conversational search.
In this paper we investigate the affordances of interactive storytelling as a
tool to enable exploratory search within the framework of a conversational
interface. Interactive storytelling provides a way to navigate a document
collection in the pace and order a user prefers. In our vision, interactive
storytelling is to be coupled with a dialogue-based system that provides verbal
explanations and responsive design. We discuss challenges and sketch the
research agenda required to put this vision into life.Comment: Accepted at ICTIR'17 Workshop on Search-Oriented Conversational AI
(SCAI 2017
A list of websites and reading materials on strategy & complexity
The list has been developed based on a broad interpretation of the subject of âstrategy & complexityâ. Resources will therefore more, or less directly relate to âbeing strategic in the face of complexityâ. Many of the articles and reports referred to in the attached bibliography can be accessed and downloaded from the internet. Most books can be found at amazon.com where you will often find a number of book reviews and summaries as well. Sometimes, reading the reviews will suffice and will give you the essence of the contents of the book after which you do not need to buy it. If the book looks interesting enough, buying options are easy
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Leveling transparency via situated intermediary learning objectives (SILOs)
When designers set out to create a mathematics learning activity, they have a fair sense of its objectives: students will understand a concept and master relevant procedural skills. In reform-oriented activities, students first engage in concrete situations, wherein they achieve situated, intermediary learning objectives (SILOs), and only then they rearticulate their solutions formally. We define SILOs as heuristics learners devise to accommodate contingencies in an evolving problem space, e.g., monitoring and repairing manipulable structures so that they model with fidelity a source situation. Students achieve SILOs through problem-solving with media, instructors orient toward SILOs via discursive solicitation, and designers articulate SILOs via analyzing implementation data. We describe the emergence of three SILOs in developing the activity Giant Steps for Algebra. Whereas the notion of SILOs emerged spontaneously as a framework to organize a system of practice, i.e. our collaborative design, it aligns with phenomenological theory of knowledge as instrumented action
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Collective intelligence for OER sustainability
To thrive, the Open Educational Resource (OER) movement, or a given initiative, must make sense of a complex, changing environment. Since âsustainabilityâ is a desirable systemic capacity that our community should display, we consider a number of principles that sharpen the concept: resilience, sensemaking and complexity. We outline how these motivate the concept of collective intelligence (CI), we give examples of what OER-CI might look like, and we describe the emerging Cohere CI platform we are developing in response to these requirements
Teaching with infographics: practising new digital competencies and visual literacies
This position paper examines the use of infographics as a teaching assignment in the online college classroom. It argues for the benefits of adopting this type of creative assignment for teaching and learning, and considers the pedagogic and technical challenges that may arise in doing so. Data and insights are drawn from two case studies, both from the communications field, one online class and a blended one, taught at two different institutions. The paper demonstrates how incorporating a research-based graphic design assignment into coursework challenges and encourages students' visual digital literacies. The paper includes practical insights and identifies best practices emerging from the authors' classroom experience with the infographic assignment, and from student feedback. The paper suggests that this kind of creative assignment requires students to practice exactly those digital competencies required to participate in an increasingly visual digital culture
New Frontiers of Quantified Self: Finding New Ways for Engaging Users in Collecting and Using Personal Data
In spite of the fast growth in the market of devices and applications that allow people to collect personal information, Quantified Self (QS) tools still present a variety of issues when they are used in everyday lives of common people. In this workshop we aim at exploring new ways for designing QS systems, by gathering different researchers in a unique place for imagining how the tracking, management, interpretation and visualization of personal data could be addressed in the future
Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)
This paper discusses the authorsâ approach to designing an interface for the Gabii Projectâs digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence âon the ground,â notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials
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