4,728 research outputs found

    Combining Text and Graphics for Interactive Exploration of Behavior Datasets

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    Modern sensor technologies and simulators applied to large and complex dynamic systems (such as road traffic networks, sets of river channels, etc.) produce large amounts of behavior data that are difficult for users to interpret and analyze. Software tools that generate presentations combining text and graphics can help users understand this data. In this paper we describe the results of our research on automatic multimedia presentation generation (including text, graphics, maps, images, etc.) for interactive exploration of behavior datasets. We designed a novel user interface that combines automatically generated text and graphical resources. We describe the general knowledge-based design of our presentation generation tool. We also present applications that we developed to validate the method, and a comparison with related work

    Using the Journalistic Metaphor to Design User Interfaces That Explain Sensor Data

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    Facilitating general access to data from sensor networks (including traffic, hydrology and other domains) increases their utility. In this paper we argue that the journalistic metaphor can be effectively used to automatically generate multimedia presentations that help non-expert users analyze and understand sensor data. The journalistic layout and style are familiar to most users. Furthermore, the journalistic approach of ordering information from most general to most specific helps users obtain a high-level understanding while providing them the freedom to choose the depth of analysis to which they want to go. We describe the general characteristics and architectural requirements for an interactive intelligent user interface for exploring sensor data that uses the journalistic metaphor. We also describe our experience in developing this interface in real-world domains (e.g., hydrology)

    Sentiment and behaviour annotation in a corpus of dialogue summaries

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    This paper proposes a scheme for sentiment annotation. We show how the task can be made tractable by focusing on one of the many aspects of sentiment: sentiment as it is recorded in behaviour reports of people and their interactions. Together with a number of measures for supporting the reliable application of the scheme, this allows us to obtain sufficient to good agreement scores (in terms of Krippendorf's alpha) on three key dimensions: polarity, evaluated party and type of clause. Evaluation of the scheme is carried out through the annotation of an existing corpus of dialogue summaries (in English and Portuguese) by nine annotators. Our contribution to the field is twofold: (i) a reliable multi-dimensional annotation scheme for sentiment in behaviour reports; and (ii) an annotated corpus that was used for testing the reliability of the scheme and which is made available to the research community

    Youth and Digital Media: From Credibility to Information Quality

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    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Distribution of user-perceived usefulness of four presentation styles of opinion summarization

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    In this study, four opinion summarization styles were compared under an experimental environment. Thirty four participants sorted thirty two cards into five usefulness categories. Every eight cards belong to one presentation style. It was found that the users spent the shortest time on cards in “not at all useful” category. The time of viewing “extremely useful” cards was also shorter than that of “somewhat useful”, “useful”, and “very useful” cards. This result can be explained with the components of the usefulness categories. Tag clouds and Aspect oriented sentiments needed less time to view. They are the major styles in “not at all useful” and “extremely useful”. Paragraph summaries and Group samples requested more time and they took at least 50% in “somewhat useful”, “useful”, and “very useful”. The findings are consistent with our previous results

    Evaluating Digital Libraries: A Longitudinal and Multifaceted View

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    Integrating semiotic resources in CALL activity designs

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    Grounded in the three-tiered transdisciplinary SLA framework of the Douglas Fir Group (2016), we explore how the concept of ‘semiotic resources’ may be integrated into CALL activity designs. Starting at the macro level, we discuss how language ideology may influence where to situate semiotic resources within initial design considerations. We next move to the meso level, the site of community and social negotiation, to look at how the departmental culture and personal orientation may influence design choices. Our attention then turns to the micro level where we define the roles semiotic resources may play through concepts used in Systemic Functional Linguistics (SFL). Moving from theory to practice, we describe how 14 pre-service ESL/EFL teachers in a graduate-level course designed CALL activities. Based on an analysis of their CALL activity designs and research-informed commentaries, we show how students were concerned with designs that highlighted textual aspects of semiotic resources. Such results, not surprisingly, point to the ways macro and meso levels may influence how semiotic resources surface within micro-level activity designs. We conclude by discussing the importance of taking a transdisciplinary approach to promoting language learning as semiotic learning in CALL designs and propose several areas for future research

    Creation of an Evidence-Based Implementation Framework for Digital Health Technology in the Intensive Care Unit: Qualitative Study

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    Background: Digital health technologies such as continuous remote monitoring and artificial intelligence–driven clinical decision support systems could improve clinical outcomes in intensive care medicine. However, comprehensive evidence and guidelines for the successful implementation of digital health technologies into specific clinical settings such as the intensive care unit (ICU) are scarce. We evaluated the implementation of a remote patient monitoring platform and derived a framework proposal for the implementation of digital health technology in an ICU. Objective: This study aims to investigate barriers and facilitators to the implementation of a remote patient monitoring technology and to develop a proposal for an implementation framework for digital health technology in the ICU. Methods: This study was conducted from May 2018 to March 2020 during the implementation of a tablet computer–based remote patient monitoring system. The system was installed in the ICU of a large German university hospital as a supplementary monitoring device. Following a hybrid qualitative approach with inductive and deductive elements, we used the Consolidated Framework for Implementation Research and the Expert Recommendations for Implementing Change to analyze the transcripts of 7 semistructured interviews with clinical ICU stakeholders and descriptive questionnaire data. The results of the qualitative analysis, together with the findings from informal meetings, field observations, and previous explorations, provided the basis for the derivation of the proposed framework. Results: This study revealed an insufficient implementation process due to lack of staff engagement and few perceived benefits from the novel solution. Further implementation barriers were the high staff presence and monitoring coverage in the ICU. The implementation framework includes strategies to be applied before and during implementation, targeting the implementation setting by involving all ICU stakeholders, assessing the intervention’s adaptability, facilitating the implementation process, and maintaining a vital feedback culture. Setting up a unit responsible for implementation, considering the guidance of an implementation advisor, and building on existing institutional capacities could improve the institutional context of implementation projects in the ICU. Conclusions: Implementation of digital health in the ICU should involve a thorough preimplementation assessment of the ICU’s need for innovation and its readiness to change, as well as an ongoing evaluation of the implementation conditions. Involvement of all stakeholders, transparent communication, and continuous feedback in an equal atmosphere are essential, but leadership roles must be clearly defined and competently filled. Our proposed framework may guide health care providers with concrete, evidence-based, and step-by-step recommendations for implementation practice, facilitating the introduction of digital health in intensive care. Trial Registration: ClinicalTrials.gov NCT03514173; https://clinicaltrials.gov/ct2/show/NCT0351417

    Reviews

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    Brian Clegg, Mining The Internet — Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0–7494–3025–7. Paperback, 147 pages, £9.99
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