336 research outputs found

    Workshop Proceedings of the 12th edition of the KONVENS conference

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    The 2014 issue of KONVENS is even more a forum for exchange: its main topic is the interaction between Computational Linguistics and Information Science, and the synergies such interaction, cooperation and integrated views can produce. This topic at the crossroads of different research traditions which deal with natural language as a container of knowledge, and with methods to extract and manage knowledge that is linguistically represented is close to the heart of many researchers at the Institut fĂŒr Informationswissenschaft und Sprachtechnologie of UniversitĂ€t Hildesheim: it has long been one of the institute’s research topics, and it has received even more attention over the last few years

    Le goût d'Orval: constructing the taste of Orval beer through narratives

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    This study explores the construction of taste through narratives, using Orval beer as a case study. Often found on lists of the best or most unique beers in the world, Orval is a bottle conditioned, dry-hopped strong Belgian ale with Brettanomyces yeast, creating an orange-hue beer topped with a large volume of white foam. It is both easy to drink and complex in flavour. Made in southeastern Belgium within the walls of a Trappist Abbey, Orval is closely associated with the country of Belgium, a pilgrimage site for beer lovers because of its unique and diverse beer culture. In 2016 “Beer Culture in Belgium” was inscribed on UNESCO’s Representative List of Intangible Cultural Heritage of Humanity. Orval beer also carries the Authentic Trappist Product label, ensuring that this product is brewed under the supervision of Trappist monks or nuns, within the Abbey walls, and is non-profit. Additionally, the beer has a unique, distinctive taste. This dissertation explores narratives that tell of all these aspects. The first section, Narrating Belgium, examines how social and economic histories build Belgium as a beer nation, and how conversion narratives of Belgian beer enthusiasts support this theory. The Narrating Trappist section examines how the Legend of Orval and the history of Orval Abbey create a sense of place for Orval beer and how the Authentic Trappist Product label helps construct its terroir. The last section, Narrating Taste, focuses on narratives of taste as shared in online reviews of Orval beer. I first conduct lexical and network analysis of reviews on Untappd, RateBeer, and BeerAdvocate before focusing specifically on themes found in BeerAdvocate reviews. Through ethnographic and textual research, this dissertation introduces a folkloristic approach to taste and argues that both contextual and sensory elements are essential in building taste through narratives

    Machine Learning Algorithm for the Scansion of Old Saxon Poetry

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    Several scholars designed tools to perform the automatic scansion of poetry in many languages, but none of these tools deal with Old Saxon or Old English. This project aims to be a first attempt to create a tool for these languages. We implemented a Bidirectional Long Short-Term Memory (BiLSTM) model to perform the automatic scansion of Old Saxon and Old English poems. Since this model uses supervised learning, we manually annotated the Heliand manuscript, and we used the resulting corpus as labeled dataset to train the model. The evaluation of the performance of the algorithm reached a 97% for the accuracy and a 99% of weighted average for precision, recall and F1 Score. In addition, we tested the model with some verses from the Old Saxon Genesis and some from The Battle of Brunanburh, and we observed that the model predicted almost all Old Saxon metrical patterns correctly misclassified the majority of the Old English input verses

    Endogenous measures for contextualising large-scale social phenomena: a corpus-based method for mediated public discourse

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    This work presents an interdisciplinary methodology for developing endogenous measures of group membership through analysis of pervasive linguistic patterns in public discourse. Focusing on political discourse, this work critiques the conventional approach to the study of political participation, which is premised on decontextualised, exogenous measures to characterise groups. Considering the theoretical and empirical weaknesses of decontextualised approaches to large-scale social phenomena, this work suggests that contextualisation using endogenous measures might provide a complementary perspective to mitigate such weaknesses. This work develops a sociomaterial perspective on political participation in mediated discourse as affiliatory action performed through language. While the affiliatory function of language is often performed consciously (such as statements of identity), this work is concerned with unconscious features (such as patterns in lexis and grammar). This work argues that pervasive patterns in such features that emerge through socialisation are resistant to change and manipulation, and thus might serve as endogenous measures of sociopolitical contexts, and thus of groups. In terms of method, the work takes a corpus-based approach to the analysis of data from the Twitter messaging service whereby patterns in users’ speech are examined statistically in order to trace potential community membership. The method is applied in the US state of Michigan during the second half of 2018—6 November having been the date of midterm (i.e. non-Presidential) elections in the United States. The corpus is assembled from the original posts of 5,889 users, who are nominally geolocalised to 417 municipalities. These users are clustered according to pervasive language features. Comparing the linguistic clusters according to the municipalities they represent finds that there are regular sociodemographic differentials across clusters. This is understood as an indication of social structure, suggesting that endogenous measures derived from pervasive patterns in language may indeed offer a complementary, contextualised perspective on large-scale social phenomena

    METROPOLITAN ENCHANTMENT AND DISENCHANTMENT. METROPOLITAN ANTHROPOLOGY FOR THE CONTEMPORARY LIVING MAP CONSTRUCTION

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    We can no longer interpret the contemporary metropolis as we did in the last century. The thought of civil economy regarding the contemporary Metropolis conflicts more or less radically with the merely acquisitive dimension of the behaviour of its citizens. What is needed is therefore a new capacity for imagining the economic-productive future of the city: hybrid social enterprises, economically sustainable, structured and capable of using technologies, could be a solution for producing value and distributing it fairly and inclusively. Metropolitan Urbanity is another issue to establish. Metropolis needs new spaces where inclusion can occur, and where a repository of the imagery can be recreated. What is the ontology behind the technique of metropolitan planning and management, its vision and its symbols? Competitiveness, speed, and meritocracy are political words, not technical ones. Metropolitan Urbanity is the characteristic of a polis that expresses itself in its public places. Today, however, public places are private ones that are destined for public use. The Common Good has always had a space of representation in the city, which was the public space. Today, the Green-Grey Infrastructure is the metropolitan city's monument that communicates a value for future generations and must therefore be recognised and imagined; it is the production of the metropolitan symbolic imagery, the new magic of the city

    Sensing the Cultural Significance with AI for Social Inclusion

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    Social Inclusion has been growing as a goal in heritage management. Whereas the 2011 UNESCO Recommendation on the Historic Urban Landscape (HUL) called for tools of knowledge documentation, social media already functions as a platform for online communities to actively involve themselves in heritage-related discussions. Such discussions happen both in “baseline scenarios” when people calmly share their experiences about the cities they live in or travel to, and in “activated scenarios” when radical events trigger their emotions. To organize, process, and analyse the massive unstructured multi-modal (mainly images and texts) user-generated data from social media efficiently and systematically, Artificial Intelligence (AI) is shown to be indispensable. This thesis explores the use of AI in a methodological framework to include the contribution of a larger and more diverse group of participants with user-generated data. It is an interdisciplinary study integrating methods and knowledge from heritage studies, computer science, social sciences, network science, and spatial analysis. AI models were applied, nurtured, and tested, helping to analyse the massive information content to derive the knowledge of cultural significance perceived by online communities. The framework was tested in case study cities including Venice, Paris, Suzhou, Amsterdam, and Rome for the baseline and/or activated scenarios. The AI-based methodological framework proposed in this thesis is shown to be able to collect information in cities and map the knowledge of the communities about cultural significance, fulfilling the expectation and requirement of HUL, useful and informative for future socially inclusive heritage management processes

    Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)

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    Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subjective factors, for choosing a range of aesthetic features. From the study it was found that the there is no one single optimum position or viewpoint with a corresponding relationship to the aesthetic considerations that influence interactive digital media. Instead, the incorporation of aesthetic features demonstrates the need to consider each component within interactive digital media as part of a range of possible features, and therefore within a range of possible camera positions. A framework, named as PCAWF, emphasized that combination of features and factors demonstrated the need to define a range of aesthetic viewpoints. This is important for improved user experience. From the framework it has been found that factors including the storyline, user state, gameplay, and application type are critical to defining the reasons associated with making aesthetic choices. The selection of a range of aesthetic features and characteristics is influenced by four main factors and sub-factors associated with the main factors. This study informs the future of interactive digital media interaction by providing clarity and reasoning behind the aesthetic decision-making inclusions that are integrated into automatically generated vision by providing a framework for choosing a range of aesthetic viewpoints in a 3D virtual environment of a game. The study identifies critical juxtapositions between photographic and cinema-based media aesthetics by incorporating qualitative rationales from experts within the interactive digital media field. This research will change the way Artificial Intelligence (AI) generated interactive digital media in the way that it chooses visual outputs in terms of camera positions, field-view, orientation, contextual considerations, and user experiences. It will impact across all automated systems to ensure that human-values, rich variations, and extensive complexity are integrated in the AI-dominated development and design of future interactive digital media production
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