53,468 research outputs found
Architecture and Visual Narrative
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
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
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 âwhat ifâ or âwhat can it beâ 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
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 â 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
Centering, Anaphora Resolution, and Discourse Structure
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
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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