199,728 research outputs found
Easy-to-read Meets Accessible Web in the E-government Context
In the e-government context, content of information and service systems needs to be accessible and easy-to-read. E-government systems are increasingly self-service systems. If the content of these systems is incomprehensible, citizens are not able to exercise their rights or fulfill their duties. Comprehensibility, however, is more than just providing text that is easy to read. The ease-of-understanding of a text is a result of the interplay between content characteristics, reader characteristics and task/context characteristics, as is the case for usability. This multi-faceted form of accessibility cannot be assessed and evaluated with just the existing easy-to-read guidelines. Measuring ease-of-understanding, which is a legal requirement for e-government systems and other public services, requires a process-oriented approach besides the currently available product-oriented easy-to-read guidelines
The Impact of Disinformation on a Controversial Debate on Social Media
In this work we study how pervasive is the presence of disinformation in the
Italian debate around immigration on Twitter and the role of automated accounts
in the diffusion of such content. By characterising the Twitter users with an
\textit{Untrustworthiness} score, that tells us how frequently they engage with
disinformation content, we are able to see that such bad information
consumption habits are not equally distributed across the users; adopting a
network analysis approach, we can identify communities characterised by a very
high presence of users that frequently share content from unreliable news
sources. Within this context, social bots tend to inject in the network more
malicious content, that often remains confined in a limited number of clusters;
instead, they target reliable content in order to diversify their reach. The
evidence we gather suggests that, at least in this particular case study, there
is a strong interplay between social bots and users engaging with unreliable
content, influencing the diffusion of the latter across the network
More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games
Recent research has attempted to describe meaningful experiences with entertainment media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive media, such as film and television. When applied to digital games, however, such research needs to account for not only the content of the medium, but also the unique dimensions of digital games that distinguish them from noninteractive media. Experiences with digital games are shaped by the game mechanics that define the users' interaction with game content, as well as by the opportunities for social interaction that many games offer. We argue that the complex interplay of these dimensions (narrative, mechanics, and context) facilitates or inhibits meaningful user experiences in ways that are unique to digital games
Implicit norms
Robert Brandom has developed an account of conceptual content as instituted by social practices. Such practices are understood as being implicitly normative. Brandom proposed the idea of implicit norms
in order to meet some requirements imposed by Wittgenstein’s remarks on rule-following: escaping the regress of rules on the one hand, and avoiding mere regular behavior on the other. Anandi Hattiangadi has criticized this account as failing to meet such requirements. In what follows, I try to show how the correct understanding of sanctions and the expressivist reading of the issue can meet these challenges
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