36,328 research outputs found
Audio-visual Rhetoric: Visualizing the Pattern Language of Film
Audio-visual Rhetoric is a knowledge domain for designers in theory and practice that is valid for all communicative actions through media that aim for persuasion. Within this domain, we introduce a framework for media analysis. We developed an Audio-Visual Pattern (AVP) language for film that is visualized within a notation system. This system shows auditory and visual parameters in order to reveal film’s rhetorical structure. We discuss related theories from pattern language and rhetoric and apply the AVP method to analyze 10 commercials.
Keywords:
Pattern Language, Film Analysis, Rhetoric, Emotion, Persuasion, Design Research</p
Do (and say) as I say: Linguistic adaptation in human-computer dialogs
© Theodora Koulouri, Stanislao Lauria, and Robert D. Macredie. This article has been made available through the Brunel Open Access Publishing Fund.There is strong research evidence showing that people naturally align to each other’s vocabulary, sentence structure, and acoustic features in dialog, yet little is known about how the alignment mechanism operates in the interaction between users and computer systems let alone how it may be exploited to improve the efficiency of the interaction. This article provides an account of lexical alignment in human–computer dialogs, based on empirical data collected in a simulated human–computer interaction scenario. The results indicate that alignment is present, resulting in the gradual reduction and stabilization of the vocabulary-in-use, and that it is also reciprocal. Further, the results suggest that when system and user errors occur, the development of alignment is temporarily disrupted and users tend to introduce novel words to the dialog. The results also indicate that alignment in human–computer interaction may have a strong strategic component and is used as a resource to compensate for less optimal (visually impoverished) interaction conditions. Moreover, lower alignment is associated with less successful interaction, as measured by user perceptions. The article distills the results of the study into design recommendations for human–computer dialog systems and uses them to outline a model of dialog management that supports and exploits alignment through mechanisms for in-use adaptation of the system’s grammar and lexicon
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Digital practices: An aesthetic and neuroesthetic approach to virtuality and embodiment
Research students exhibition catalogue 2011
The catalogue demonstrates the scope and vibrancy
of current inquiries and pays tribute to the creative
capacity and investment of UCA research students.
It brings together contributions from students who
are at different stages in their research ad/venture.
Their explorations are connected by the centrality of
contemporary material practices as focal point
for the reconsideration of societal values, cultural
symbols and rituals and their meaning, and the
trans/formation of individual, collective and national
identities The media and formats employed range
from cloth, jewellery and ceramics to analogue film,
the human voice and the representation of dress and
fashionin virtual environments. Thematic interests
span from explorations at the interface of art and
medical science to an investigation of the role of art
in contested spaces, or the role of metonymy in ‘how
the arts think’ And whilst the projects are motivated
by personal curiosity and passion, their outcomes
transcend the boundaries of individual practice and
offer new insights, under-standing and applications
for the benefit of wider society. Prof. Kerstin Me
Theatre Noise Conference
Three days of Performances, Installations, Residencies, Round Table Discussions, Presentations and Workshops
More than an academic conference, Theatre Noise is a diverse collection of events exploring the sound of theatre from performance to the spaces inbetween.
Featuring keynote presentations, artists in residence, electroacoustic, percussive and digital performances, industry workshops and installations, Theatre Noise is an immersive journey into sound
Gaze and Gestures in Telepresence: multimodality, embodiment, and roles of collaboration
This paper proposes a controlled experiment to further investigate the
usefulness of gaze awareness and gesture recognition in the support of
collaborative work at a distance. We propose to redesign experiments conducted
several years ago with more recent technology that would: a) enable to better
study of the integration of communication modalities, b) allow users to freely
move while collaborating at a distance and c) avoid asymmetries of
communication between collaborators.Comment: Position paper, International Workshop New Frontiers in Telepresence
2010, part of CSCW2010, Savannah, GA, USA, 7th of February, 2010.
http://research.microsoft.com/en-us/events/nft2010
Creating visual aids with graphic organisers on an infinite canvas : the impact on the presenter
Instead of the traditional set of slides, the visual aids of a presentation can now be graphic organisers (concept maps, knowledge maps, mind maps) on an infinite canvas. Constructing graphic organisers has a beneficial impact on learning, but this topic has not been studied in the context of giving a presentation. The present study examined this issue by having 199 students prepare a presentation. The control sample created visual aids that are similar to a deck of slides with text and pictures. In the first experimental condition, graphic organisers were inserted in this deck of slides, and in the second experimental condition, visuals aids with interconnected graphic organisers were produced. There were no significant differences in self-reported self-efficacy related to giving a presentation and in motivational variables. To detect if the presentations met the principles set by the conditions, the participants’ products were coded qualitatively, but this analysis also yielded no differences in variables. Further research should therefore explore the interaction between software and presenter
THE "POWER" OF TEXT PRODUCTION ACTIVITY IN COLLABORATIVE MODELING : NINE RECOMMENDATIONS TO MAKE A COMPUTER SUPPORTED SITUATION WORK
Language is not a direct translation of a speaker’s or writer’s knowledge or intentions. Various complex processes and strategies are involved in serving the needs of the audience: planning the message, describing some features of a model and not others, organizing an argument, adapting to the knowledge of the reader, meeting linguistic constraints, etc. As a consequence, when communicating about a model, or about knowledge, there is a complex interaction between knowledge and language. In this contribution, we address the question of the role of language in modeling, in the specific case of collaboration over a distance, via electronic exchange of written textual information. What are the problems/dimensions a language user has to deal with when communicating a (mental) model? What is the relationship between the nature of the knowledge to be communicated and linguistic production? What is the relationship between representations and produced text? In what sense can interactive learning systems serve as mediators or as obstacles to these processes
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