53,468 research outputs found

    Architecture and Visual Narrative

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    Architecture communication tools have been implemented in recent history by strategies and narrative artifices imported from cinema, comic, photo-journalism and infographic. The architect has integrated the traditional encoded drawing with more extensive narrative artifacts to expand the basin of its interlocutors and to describe underestimated aspects of architecture and design process. Through the illustration of recent significant experiences, this paper intends to highlight the great variety of images that can be attributed today to architecture and the lack of proper attention on this production by Visual Studies

    Generating Narrative Spaces from Events History

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    For a successful distributed teamwork it is vital to provide team-members with awareness on collaborative activities. One way of achieving this is through applying a narrative based approach to construct the events that have taken place on documents and folders in a project workspace, as various members make changes to its content. The research presented in this paper investigates the possibility of exploring the history of activities performed by team members. Past events are aggregated in the form of a three dimensional environment time tunnel, providing the team-members with a generative tool to visualize the project?s events history in various configurations, in order to reveal the usually hidden relationships between separate pieces of events. Furthermore we provide a tool for managing and inspecting the folder?s contents: the DocuDrama Timetunnel. Here we present preliminary findings showing how the visualisation of a sequence of connected actions and happenings using a temporal and spatial narrative based approach may lead to a better understanding of the project-related events history

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Content, Context, Reflexivity and the Qualitative Research Encounter: Telling Stories in the Virtual Realm

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    The arrival of the virtual realm and computer-mediated communication (CMC) has attracted considerable interest within the discipline. However, the full potential of computer-mediated conversation as both a research resource and medium of communication within the qualitative research encounter awaits further exploration. In this paper, I discuss the dimensions of the qualitative \'tradition\', the recent burgeoning interest in biographical methods shaping the research agenda and the significance of the virtual realm as a locus of communication. In so doing, I draw from my recent research exploring 15 women\'s accounts of their experiences of infertility and assisted reproductive procedures. Often, the qualitative encounter becomes a shared medium of trust, reciprocity and revelation. This research highlights the importance of not just making \'space\' for participants voices and words but of acknowledging the significance of the context of communication itself – paying attention to \'where\' and \'how\' we speak is as critical as paying attention to what might be said. Participants within this study used and translated virtual text and virtual participation into a sense-making vehicle. In this respect, the virtual space offers a new dimension to the qualitative research encounter and we need to remain aware of the opportunities this affords.Qualitative Methodology; Computer-Mediated Communication; Biographical Methods; Reflexivity

    Space-time configuration for visualisation in information space

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    Centering, Anaphora Resolution, and Discourse Structure

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    Centering was formulated as a model of the relationship between attentional state, the form of referring expressions, and the coherence of an utterance within a discourse segment (Grosz, Joshi and Weinstein, 1986; Grosz, Joshi and Weinstein, 1995). In this chapter, I argue that the restriction of centering to operating within a discourse segment should be abandoned in order to integrate centering with a model of global discourse structure. The within-segment restriction causes three problems. The first problem is that centers are often continued over discourse segment boundaries with pronominal referring expressions whose form is identical to those that occur within a discourse segment. The second problem is that recent work has shown that listeners perceive segment boundaries at various levels of granularity. If centering models a universal processing phenomenon, it is implausible that each listener is using a different centering algorithm.The third issue is that even for utterances within a discourse segment, there are strong contrasts between utterances whose adjacent utterance within a segment is hierarchically recent and those whose adjacent utterance within a segment is linearly recent. This chapter argues that these problems can be eliminated by replacing Grosz and Sidner's stack model of attentional state with an alternate model, the cache model. I show how the cache model is easily integrated with the centering algorithm, and provide several types of data from naturally occurring discourses that support the proposed integrated model. Future work should provide additional support for these claims with an examination of a larger corpus of naturally occurring discourses.Comment: 35 pages, uses elsart12, lingmacros, named, psfi

    10 simple rules to create a serious game, illustrated with examples from structural biology

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    Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in particular citizen science games, games that allow people to produce and/or analyze scientific data. Interestingly, it is possible to build a set of rules providing a guideline to create or improve serious games. We present arguments gathered from our own experience ( Phylo , DocMolecules , HiRE-RNA contest and Pangu) as well as examples from the growing literature on scientific serious games
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