14,432 research outputs found

    The MMT API: A Generic MKM System

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    The MMT language has been developed as a scalable representation and interchange language for formal mathematical knowledge. It permits natural representations of the syntax and semantics of virtually all declarative languages while making MMT-based MKM services easy to implement. It is foundationally unconstrained and can be instantiated with specific formal languages. The MMT API implements the MMT language along with multiple backends for persistent storage and frontends for machine and user access. Moreover, it implements a wide variety of MMT-based knowledge management services. The API and all services are generic and can be applied to any language represented in MMT. A plugin interface permits injecting syntactic and semantic idiosyncrasies of individual formal languages.Comment: Conferences on Intelligent Computer Mathematics (CICM) 2013 The final publication is available at http://link.springer.com

    Lexical semantics and auditory presentation in virtual storytelling

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    Presented at the 11th International Conference on Auditory Display (ICAD2005)Audio presentation is an important modality in virtual storytelling. In this paper we present our work on audio presentation in our intelligent multimodal storytelling system, CONFUCIUS, which automatically generates 3D animation speech, and non-speech audio from natural language sentences. We provide an overview of the system and describe speech and non-speech audio in virtual storytelling by using linguistic approaches. We discuss several issues in auditory display, such as its relation to verb and adjective ontology, concepts and modalities, and media allocation. Finally we conclude that introducing linguistic knowledge provides more intelligent virtual storytelling, especially in audio presentation

    A Universal Machine for Biform Theory Graphs

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    Broadly speaking, there are two kinds of semantics-aware assistant systems for mathematics: proof assistants express the semantic in logic and emphasize deduction, and computer algebra systems express the semantics in programming languages and emphasize computation. Combining the complementary strengths of both approaches while mending their complementary weaknesses has been an important goal of the mechanized mathematics community for some time. We pick up on the idea of biform theories and interpret it in the MMTt/OMDoc framework which introduced the foundations-as-theories approach, and can thus represent both logics and programming languages as theories. This yields a formal, modular framework of biform theory graphs which mixes specifications and implementations sharing the module system and typing information. We present automated knowledge management work flows that interface to existing specification/programming tools and enable an OpenMath Machine, that operationalizes biform theories, evaluating expressions by exhaustively applying the implementations of the respective operators. We evaluate the new biform framework by adding implementations to the OpenMath standard content dictionaries.Comment: Conferences on Intelligent Computer Mathematics, CICM 2013 The final publication is available at http://link.springer.com

    Attentional Guidance and Media Presentation during Explicit Instruction

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    While much is known about how certain types of images influence learning in multimedia educational systems, comparatively little work has been done on how different image types compare to each other in terms of the types of knowledge conveyed and transfer of knowledge. Two popular types of media found in many multimedia environments, pictures and concept maps, are capable of blending verbal information (such as in picture labels or node/link labels) and visual information (such as structural information) into a single image, which may result in increased exposure to vocabulary (improving learning) or may create split attention (decreasing learning). Both types can also be presented using animation techniques, although questions remain as to whether animation always improves learning in different kinds of media. This study explores media differences and animation techniques in two experiments, both of which utilize Khan Academy lessons as the basis for the multimedia presentation. In the first experiment, a 2x2 between-subjects design was utilized to examine different media types (labeled pictures vs. concept maps) and animation (animated vs. static). The results of this study indicate that animation improves relational knowledge and free recall scores, but an animation x media type interaction indicates that animated pictures are not very effective for conveying conceptual knowledge. In Study 2, a 2x2 between-subjects experiment dove deeper into the function of labels by examining how animation (animated vs. static) and labels (present vs. absent) interact, as both may be attention directing devises. It was found that animation and prior knowledge both had consistent effects on learning, where those with high prior knowledge did not gain as much from viewing an animated presentation as those with low prior knowledge did, but labels had minimal effects on learning. In all, research indicates that different media should be used depending on the educational goals, animation may be particularly helpful for low prior knowledge students, and labels are not necessarily helpful for learning when the same information is presented orally

    Investigating situated cultural practices through cross-sectoral digital collaborations: policies, processes, insights

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    The (Belfast) Good Friday Agreement represents a major milestone in Northern Ireland's recent political history, with complex conditions allowing for formation of a ‘cross-community’ system of government enabling power sharing between parties representing Protestant/loyalist and Catholic/nationalist constituencies. This article examines the apparent flourishing of community-focused digital practices over the subsequent ‘post-conflict’ decade, galvanised by Northern Irish and EU policy initiatives armed with consolidating the peace process. Numerous digital heritage and storytelling projects have been catalysed within programmes aiming to foster social processes, community cohesion and cross-community exchange. The article outlines two projects—‘digital memory boxes’ and ‘interactive galleon’—developed during 2007–2008 within practice-led PhD enquiry conducted in collaboration with the Nerve Centre, a third-sector media education organisation. The article goes on to critically examine the processes involved in practically realising, and creatively and theoretically reconciling, community-engaged digital production in a particular socio-political context of academic-community collaboration

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Lexical semantics and auditory presentation in virtual storytelling

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    Presented at the 11th International Conference on Auditory Display (ICAD2005)Audio presentation is an important modality in virtual storytelling. In this paper we present our work on audio presentation in our intelligent multimodal storytelling system, CONFUCIUS, which automatically generates 3D animation speech, and non-speech audio from natural language sentences. We provide an overview of the system and describe speech and non-speech audio in virtual storytelling by using linguistic approaches. We discuss several issues in auditory display, such as its relation to verb and adjective ontology, concepts and modalities, and media allocation. Finally we conclude that introducing linguistic knowledge provides more intelligent virtual storytelling, especially in audio presentation

    Concept Maps as Sites of Rhetorical Invention: Teaching the Creative Act of Synthesis as a Cognitive Process

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    Synthesis is one of the most cognitively demanding practices novice writers must undertake, and research demonstrates that first-year students’ synthesis writing practices result in more knowledge telling rather than knowledge creation and transforming. Pedagogies used to teach synthesis often focus on developing text-building strategies but lack explicit instruction on the more cognitively demanding conceptualizing behavior. To explore alternative pedagogies and heuristics, this study looks beyond composition scholarship to incorporate studies in neuroeducation and rhetoric to define synthesis as an ongoing, generative act of cognitive invention, effectively shifting pedagogical focus from text-centered product to student-centered cognitive processes that inform development of synthesized texts (a product). The methods were designed to explore any effects a visual intervention might have on developing student conceptual awareness and reflective practice over time, and whether that transferred into a final researched essay as knowledge transforming. This small-scale exploratory study applies a mixed-methods, design-based methodology to a semester-long intervention in first-year writing classrooms using digital concept maps (DCMAPs) as an ongoing, student-designed space of visualized concept construction. A Control group applied traditional reading-to-write text-based synthesis instruction and practice, while the Intervention group used DCMAPs to enact a prolonged, visualized and reflective practice of active construction of associations, relationships, and structural knowledge building. The DCMAP platform affordances positioned students as knowledge designers enacting creative / constructive processes, an approach based on neuroscience research on patterning and visualization. Intervention data includes reflective journals, narrated mapping process reflections, digital concept map images and construction processes, and a final researched essay that required synthesis of source ideas. Because of the exploratory nature of the study, results are not framed as cause-effect but as correlational possibilities that suggest inventional acts of visually creating connections and labeling them using rhetorically-based associational concepts lead to generative learning behaviors. Results suggest a number of possibilities for future iterations and research, as well as implications for our field’s approach to the teaching of synthesis

    Towards a framework for attention cueing in instructional animations: Guidelines for research and design

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    This paper examines the transferability of successful cueing approaches from text and static visualization research to animations. Theories of visual attention and learning as well as empirical evidence for the instructional effectiveness of attention cueing are reviewed and, based on Mayer’s theory of multimedia learning, a framework was developed for classifying three functions for cueing: (1) selection—cues guide attention to specific locations, (2) organization—cues emphasize structure, and (3) integration—cues explicate relations between and within elements. The framework was used to structure the discussion of studies on cueing in animations. It is concluded that attentional cues may facilitate the selection of information in animations and sometimes improve learning, whereas organizational and relational cueing requires more consideration on how to enhance understanding. Consequently, it is suggested to develop cues that work in animations rather than borrowing effective cues from static representations. Guidelines for future research on attention cueing in animations are presented

    The interview as narrative ethnography : seeking and shaping connections in qualitative research.

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    Acts of counter-subjectification in qualitative research are always present but are often submerged in accounts that seek to locate the power of subjectification entirely with the researcher. This is particularly so when talking to people about sensitive issues. Based on an interview-based study of infertility and reproductive disruption among British Pakistanis in Northeast England, we explore how we, as researchers, sought and were drawn into various kinds of connections with the study participants; connections that were actively and performatively constructed through time. The three of us that conducted interviews are all female academics with Ph.Ds in anthropology, but thereafter our backgrounds, life stories and experiences diverge in ways that intersected with those of our informants in complex and shifting ways. We describe how these processes shaped the production of narrative accounts and consider some of the associated analytical and ethical implications
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