78,202 research outputs found
Challenging the Computational Metaphor: Implications for How We Think
This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor--a sequence of steps--with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think
Affect and Metaphor Sensing in Virtual Drama
We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software
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Choosers: The design and evaluation of a visual algorithmic music composition language for non-programmers
Algorithmic music composition involves specifying music in such a way that it is non-deterministic on playback, leading to music which has the potential to be different each time it is played. Current systems for algorithmic music composition typically require the user to have considerable programming skill and may require formal knowledge of music. However, much of the potential user population are music producers and musicians (some professional, but many amateur) with little or no programming experience and few formal musical skills. To investigate how this gap between tools and potential users might be better bridged we designed Choosers, a prototype algorithmic programming system centred around a new abstraction (of the same name) designed to allow non-programmers access to algorithmic music composition methods. Choosers provides a graphical notation that allows structural elements of key importance in algorithmic composition (such as sequencing, choice, multi-choice, weighting, looping and nesting) to be foregrounded in the notation in a way that is accessible to non-programmers. In order to test design assumptions a Wizard of Oz study was conducted in which seven pairs of undergraduate Music Technology students used Choosers to carry out a range of rudimentary algorithmic composition tasks. Feedback was gathered using the Programming Walkthrough method. All users were familiar with Digital Audio Workstations, and as a result they came with some relevant understanding, but also with some expectations that were not appropriate for algorithmic music work. Users were able to successfully make use of the mechanisms for choice, multi-choice, looping, and weighting after a brief training period. The âstopâ behaviour was not so easily understood and required additional input before users fully grasped it. Some users wanted an easier way to override algorithmic choices. These findings have been used to further refine the design of Choosers
Abstraction as a basis for the computational interpretation of creative cross-modal metaphor
Various approaches to computational metaphor interpretation are based on pre-existing similarities between source and target domains and/or are based on metaphors already observed to be prevalent in the language. This paper addresses similarity-creating cross-modal metaphoric expressions. It is shown how the âabstract concept as objectâ (or reification) metaphor plays a central role in a large class of metaphoric extensions. The described approach depends on the imposition of abstract ontological components, which represent source concepts, onto target concepts. The challenge of such a system is to represent both denotative and connotative components which are extensible, together with a framework of general domains between which such extensions can conceivably occur. An existing ontology of this kind, consistent with some mathematic concepts and widely held linguistic notions, is outlined. It is suggested that the use of such an abstract representation system is well adapted to the interpretation of both conventional and unconventional metaphor that is similarity-creating
Data, problems, heuristics and results in cognitive metaphor research
Cognitive metaphor research is characterised by the diversity of rival theories. Starting from this observation, the paper focuses on the problem of how the unity and diversity of cognitive theories of metaphor can be accounted for. The first part of the paper outlines a suitable metascientific approach which emerges as a modification of B. von Eckardtâs notion of research framework. In the second part, by the help of this approach, some aspects of the sophisticated relationship between Lakoff and Johnsonâs, Glucksbergâs, and Gentnerâs theories are discussed. The main finding is that the data, the problems, the heuristics and the hypotheses which have been partly shaped by the rivals contribute to the development of the particular theories to a considerable extent
WebDocBall : a graphical visualisation tool for web search results
In the Web search process people often think that the hardest work is done by the search engines or by the directories which are entrusted with finding the Web pages. While this is partially true, a not less important part of the work is done by the user, who has to decide which page is relevant from the huge set of retrieved pages. In this paper we present a graphical visualisation tool aimed at helping users to determine the relevance of a Web page with respect to its structure. Such tool can help the user in the often tedious task of deciding which page is relevant enough to deserve a visit
Teachers as designers of GBL scenarios: Fostering creativity in the educational settings
This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings
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