91,550 research outputs found

    Exploratory topic modeling with distributional semantics

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    As we continue to collect and store textual data in a multitude of domains, we are regularly confronted with material whose largely unknown thematic structure we want to uncover. With unsupervised, exploratory analysis, no prior knowledge about the content is required and highly open-ended tasks can be supported. In the past few years, probabilistic topic modeling has emerged as a popular approach to this problem. Nevertheless, the representation of the latent topics as aggregations of semi-coherent terms limits their interpretability and level of detail. This paper presents an alternative approach to topic modeling that maps topics as a network for exploration, based on distributional semantics using learned word vectors. From the granular level of terms and their semantic similarity relations global topic structures emerge as clustered regions and gradients of concepts. Moreover, the paper discusses the visual interactive representation of the topic map, which plays an important role in supporting its exploration.Comment: Conference: The Fourteenth International Symposium on Intelligent Data Analysis (IDA 2015

    Mapping Tasks to Interactions for Graph Exploration and Graph Editing on Interactive Surfaces

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    Graph exploration and editing are still mostly considered independently and systems to work with are not designed for todays interactive surfaces like smartphones, tablets or tabletops. When developing a system for those modern devices that supports both graph exploration and graph editing, it is necessary to 1) identify what basic tasks need to be supported, 2) what interactions can be used, and 3) how to map these tasks and interactions. This technical report provides a list of basic interaction tasks for graph exploration and editing as a result of an extensive system review. Moreover, different interaction modalities of interactive surfaces are reviewed according to their interaction vocabulary and further degrees of freedom that can be used to make interactions distinguishable are discussed. Beyond the scope of graph exploration and editing, we provide an approach for finding and evaluating a mapping from tasks to interactions, that is generally applicable. Thus, this work acts as a guideline for developing a system for graph exploration and editing that is specifically designed for interactive surfaces.Comment: 21 pages, minor corrections (typos etc.

    Integrating knowledge accross disciplines. Experiences from the NeWater project

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    The starting question for this deliverable was how to create a new adaptive management concept that can integrate insights from various disciplines and connect people from different institutional backgrounds. From literature research and empirical research on the NeWater project we identified challenges for cross-disciplinary knowledge integration, we evaluated interventions for connecting multiple knowledge frames, we analyzed the process of group model building with UML and formulated recommendations. Cross-disciplinary research has arisen from a growing number of complex problems for which knowledge of a single scientific discipline or societal field is insufficient, but presents important challenges: (1) collaboration and integration of knowledge requires in depth discussions that are timeconsuming; (2) the recursive process of problem structuring and restructuring is often at odds with the sequential planning of project activities; (3) participation and mutual learning are crucial but need to be carefully structured and sequenced; and (4) management and leadership faces the difficult challenge of balancing in depth exploration with timely delivery of tangible results. We conclude with the following general recommendations for large cross-disciplinary projects: (1) including a preparatory proposal phase for thorough exploration of opportunities of between researchers and stakeholders (2) flexible funding, planning and operational arrangements to allow for a recursive research process; (3) a project size that allows frequent interaction opportunities between researchers and between researchers and stakeholders to allow for mutual learning and in depth exploration; and (4) enhancing learning opportunities from one project to the next

    Understanding Hidden Memories of Recurrent Neural Networks

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    Recurrent neural networks (RNNs) have been successfully applied to various natural language processing (NLP) tasks and achieved better results than conventional methods. However, the lack of understanding of the mechanisms behind their effectiveness limits further improvements on their architectures. In this paper, we present a visual analytics method for understanding and comparing RNN models for NLP tasks. We propose a technique to explain the function of individual hidden state units based on their expected response to input texts. We then co-cluster hidden state units and words based on the expected response and visualize co-clustering results as memory chips and word clouds to provide more structured knowledge on RNNs' hidden states. We also propose a glyph-based sequence visualization based on aggregate information to analyze the behavior of an RNN's hidden state at the sentence-level. The usability and effectiveness of our method are demonstrated through case studies and reviews from domain experts.Comment: Published at IEEE Conference on Visual Analytics Science and Technology (IEEE VAST 2017

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Speculative practices : utilizing InfoVis to explore untapped literary collections

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    Funding: Canadian Social Sciences and Humanities Research CouncilIn this paper we exemplify how information visualization supports speculative thinking, hypotheses testing, and preliminary interpretation processes as part of literary research. While InfoVis has become a buzz topic in the digital humanities, skepticism remains about how effectively it integrates into and expands on traditional humanities research approaches. From an InfoVis perspective, we lack case studies that show the specific design challenges that make literary studies and humanities research at large a unique application area for information visualization. We examine these questions through our case study of the Speculative W@nderverse, a visualization tool that was designed to enable the analysis and exploration of an untapped literary collection consisting of thousands of science fiction short stories. We present the results of two empirical studies that involved general-interest readers and literary scholars who used the evolving visualization prototype as part of their research for over a year. Our findings suggest a design space for visualizing literary collections that is defined by (1) their academic and public relevance, (2) the tension between qualitative vs. quantitative methods of interpretation, (3) result- vs. process-driven approaches to InfoVis, and (4) the unique material and visual qualities of cultural collections. Through the Speculative W@nderverse we demonstrate how visualization can bridge these sometimes contradictory perspectives by cultivating curiosity and providing entry points into literary collections while, at the same time, supporting multiple aspects of humanities research processes.PostprintPeer reviewe

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning
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