102,761 research outputs found

    Scattertext: a Browser-Based Tool for Visualizing how Corpora Differ

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    Scattertext is an open source tool for visualizing linguistic variation between document categories in a language-independent way. The tool presents a scatterplot, where each axis corresponds to the rank-frequency a term occurs in a category of documents. Through a tie-breaking strategy, the tool is able to display thousands of visible term-representing points and find space to legibly label hundreds of them. Scattertext also lends itself to a query-based visualization of how the use of terms with similar embeddings differs between document categories, as well as a visualization for comparing the importance scores of bag-of-words features to univariate metrics.Comment: ACL 2017 Demos. 6 pages, 5 figures. See the Githup repo https://github.com/JasonKessler/scattertext for source code and documentatio

    Book Review: Rules of Play: Game Design Fundamentals

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    EXPLORING THE CREATION OF IMMERSIVE AND RESPONSIVE SPACES FOR INTERRELATIONSHIP THROUGH THE CONCEPT OF PLAYFULNESS

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    The COVID-19 pandemic that began in early 2020 is causing serious damage to many countries. As of May, the number of confirmed patients worldwide is at 3.35 million and the death toll stands at 239,000 people. As a way to prevent the pandemic, most countries encourage people to keep social or physical distance and self-quarantine. According to the U.S. Centers for Disease Control and Prevention, they recommend that people stay at least six feet away from each other and the South Korean government also recommend keeping their distance from each other at least two meters. Because of the current situation, the places where people can interact with each other, such as schools, businesses, restaurants, etc., are not able to function properly because of the prevention of people’s physical contact with each other and the need to ‘social distance’ and this is causing continued economic deterioration. Through this pandemic, I have realized once again how important interrelationships are in the society we belong to, and at the same time, how the society we live in has been changed by modern technologies. With the development of automobiles, machinery and technology day by day, these modern technologies have become a natural convergence of our society. But as a result, teenagers, in particular, were exposed too much to the information technology, such as mobile phones and computers, and such developments have caused a lack of thinking, creativity and physical abilities, resulting in a cut-off in communication with each other, and making it a non-face-to-face and isolated society. People in various fields, such as philosophy, sociology, and art, talk about how important each other\u27s interrelationship plays a role in shaping the framework of society. While the development of technology is increasing the number of people who are becoming isolated from society, the development of these technologies now helps people engaging in constant exchanges to escape the isolated environment by allowing them to see and communicate with each other at a time when they have to maintain a distance of more than six feet or be isolated at home by the COVID-19 pandemic. An important difference in the impact of technology on well-being lies in other aspects of technology, how it is used, and with other users and situations. Just as the technological developments exemplify the potential to have a positive impact on people\u27s lives, I also aim to apply a positive use of technology to create a virtual interactive space where people can once again feel how important interrelationships are in our society through experiences. I have so far emphasized two things, the concept of playfulness and designing a virtual interactive space optimized for engagement and play, for the past two years to create the virtual space based on my experience. The goal of my thesis work, based on the two things that I have emphasized greatly above, is to build an environment in which audiences can share various movements through cooperation without being restricted by their actions or aware of the surrounding environment, to enhance their thinking, creativity, and engaged living by using the design I envisioned through instilling positive emotions. Unfortunately, my thesis work could not be installed due to the current pandemic and it is also unclear that if the design I structured for people was successful. It greatly affected the development of work, and made it impossible to install and interact with various players in that it is necessary to return to South Korea due to the closure of the studio and the pandemic

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    Essential Design Elements for Successful Online Courses

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    This article describes a study of how students perceive and interact with web-based education, with the intent of improving the experience. In particular, the study aimed to understand how undergraduate students learn classical geological laboratory ideas and skills through activity-based instruction via the internet. The focus of this case study was an embryonic web-based course in introductory geology. Over the 2-year study the website expanded and improved iteratively based on feedback from students each term. The study was descriptive in nature and was intended to discover the basic nature of an effective website, regardless of its complexity. The authors suggest several basic rules for pedagogical design of online courses. Educational levels: Graduate or professional

    Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities
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