47,336 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
The âresponsibilityâ factor in imagining the future of education in China
Design and creativity have been a considerable force for improving life conditions. A lot of effort has been invested in explaining the design process and creativity mainly through the design thinking methodology, but design accountability and responsible actions in the design process are, yet, to be fully explored. The concept of design ethics is now increasingly scrutinized on both the level of business organization and of the individual designer. A 4-day design workshop that involved creativity techniques provided the base to explore responsibility in the fuzzy front end of the design process. The future of education in 2030 was defined as the workshop's theme and fifty-six students from China were asked to create detailed alternative scenarios. A number of imagination exercises, implementation of technological innovations and macro-environment evolutions employed in the workshop are discussed. The aim was to incite moral and responsible actions among students less familiar with creative educational contexts of student-led discovery and collaborative learning. This paper reflects on the use of creativity methods to stimulate anticipation in (non)design students
Europeana communication bug: which intervention strategy for a better cooperation with creative industry?
Although Europeana as well as many GLAMs are very engaged - beside the main mission, i.e. spreading cultural heritage knowledge- in developing new strategies in order to make digital contents reusable for creative industry, these efforts have been successful just only in sporadic cases. A significant know how deficits in communication often compromises expected outcomes and impact. Indeed, what prevails is an idea of communication like an enhancement âinstrumentâ intended on the one hand in purely economic (development) sense, on the other hand as a way for increasing and spreading knowledge. The main reference model is more or less as follows: digital objects are to be captured and/or transformed by digital technologies into sellable goods to put into circulation. Nevertheless, this approach risks neglecting the real nature of communication, and more in detail the one of digital heritage where it is strategic not so much producing objects and goods as taking part into sharing environments creation (media) by engaged communities, small or large they may be. The environments act as meeting and interchange point, and consequently as driving force of enhancing. Only in a complex context of network interaction on line accessible digital heritage contents become a strategic resource for creating environments in which their re/mediation can occur â provided that credible strategies exist, shared by stakeholders and users. This paper particularly describes a case study including proposals for an effective connection among Europeana, GLAMs and Creative Industry in the framework of Food and Drink digital heritage enhancement and promotion. Experimental experiences as the one described in this paper anyway confirm the relevance of up-to-date policies based on an adequate communication concept, on solid partnerships with enterprise and association networks, on collaborative on line environments, on effective availability at least for most of contents by increasing free licensing, and finally on grassroots content implementation involving prosumers audience, even if filtered by GLAMs
Knowledge as Culture
Culture must not be seen as something that merely reflects an organizationâs social reality: rather, it is an integral part of the process by which that reality is constructed. Knowledge management initiatives, per se, are not culture change projects; but, if culture stands in the way of what an organization needs to do, they must somehow impact
Cultural Engagement in California's Inland Regions
Cultural Engagement in California's Inland Regions explores patterns of cultural engagement in the San Joaquin Valley and the Inland Empire. Two major data collection efforts were undertaken. The first was a door-to-door intercept survey of more than 1,000 randomly selected households in six distinctly different neighborhoods, three in the Fresno area and three in Riverside and San Bernardino. The second was a self-administered survey of more than 5,000 residents of the two regions, promoted as the "California Cultural Census" and conducted online and through intercept work at various locations and events. It is important to note that this second data set aggregates multiple samples, including respondents who were selected at the convenience of outreach organizations. Although weighted to reduce potential biases, these data are not representative of all adults in the two regions. Results paint a detailed picture of the breadth and depth of cultural engagement in the two regions and reveal a range of activity in music, theater and drama, reading and writing, dance, and visual arts and crafts -- much of which occurs off the radar" of the traditional infrastructure of nonprofit arts organizations and facilities. The study identifies specific types of activities which, if supported at higher levels, might equitably raise participation levels and achieve higher levels of cultural vitality in millions of homes and hundreds of communities. It concludes that cultural providers and funders should look deeper into the fabric of their communities for new partners, new settings and innovative approaches to drawing residents into cultural experiences. This briefing provides a high level summary of the study's key findings, as well as discussion questions for cultural providers and funders. Comprehensive results are available at www.irvine.org, including an executive summary and detailed results by artistic discipline
Analyzing the Use of Camera Glasses in the Wild
Camera glasses enable people to capture point-of-view videos using a common
accessory, hands-free. In this paper, we investigate how, when, and why people
used one such product: Spectacles. We conducted 39 semi-structured interviews
and surveys with 191 owners of Spectacles. We found that the form factor
elicits sustained usage behaviors, and opens opportunities for new use-cases
and types of content captured. We provide a usage typology, and highlight
societal and individual factors that influence the classification of behaviors.Comment: In Proceedings of the 37th Annual ACM Conference on Human Factors in
Computing Systems (CHI 2019). ACM, New York, NY, US
Player agency in interactive narrative: audience, actor & author
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, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â 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 Brechtâs Epic Theatre and Boalâs 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
Crafting better team climate: the benefits of using creative methods during team initiation
This study employs a mixed methods approach to investigate the effect of creative methods, the combinative use of model building and storytelling, during team initiation on team climate, a critical people-related factor in the management of collective innovation work. Qualitative analysis provides empirical evidence that creative methods benefit team initiation by raising participative confidence, engagement with the social environment as well as the team activities, friendly competition among team members, and by reducing fear of failure and habitual thinking. We also find support that the use of creative methods initiates and supports the development of positive team climate over the span of a teamâs life. A quantitative comparison with two control groups using the 14-item team climate inventory (TCI) 13 weeks after the team initiation indicates that the test group has significantly higher values in all dimensions of the TCI than the two control groups. Overall, this examination informs the work of innovation managers and scholars with vital insights about the effectiveness of using creative methods during team initiation
Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach
An increasing number of museums and cultural institutions
around the world use personalized, mostly mobile, museum
guides to enhance visitor experiences. However since a typical
museum visit may last a few minutes and visitors might only visit
once, the personalization processes need to be quick and efficient,
ensuring the engagement of the visitor. In this paper we
investigate the use of indirect profiling methods through a visitor
quiz, in order to provide the visitor with specific museum content.
Building on our experience of a first study aimed at the design,
implementation and user testing of a short quiz version at the
Acropolis Museum, a second parallel study was devised. This
paper introduces this research, which collected and analyzed data
from two environments: the Acropolis Museum and social media
(i.e. Facebook). Key profiling issues are identified, results are
presented, and guidelines towards a generalized approach for the
profiling needs of cultural institutions are discussed
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