217 research outputs found
Bibliometric mapping as a science policy and research management tool
Bibliometric maps of science are landscapes of scientific research fields created by
quantitative analysis of bibliographic data. In such maps the 'cities' are, for instance,
research topics. Topics with a strong cognitive relation are in each other's vicinity and
topics with a weak relation are distant from each other. These maps have several
domains of application. As a policy supportive tool they can be applied to overview
the structure of a research field and to monitor its evolution. This book contributes to
the development of this application of bibliometric maps.CWTSFSW - CWTS - Ou
Digital Media and Textuality: From Creation to Archiving
Due to computers' ability to combine different semiotic modes, texts are no longer exclusively comprised of static images and mute words. How have digital media changed the way we write and read? What methods of textual and data analysis have emerged? How do we rescue digital artifacts from obsolescence? And how can digital media be used or taught inside classrooms? These and other questions are addressed in this volume that assembles contributions by artists, writers, scholars and editors. They offer a multiperspectival view on the way digital media have changed our notion of textuality
Digital Media and Textuality
Due to computers' ability to combine different semiotic modes, texts are no longer exclusively comprised of static images and mute words. How have digital media changed the way we write and read? What methods of textual and data analysis have emerged? How do we rescue digital artifacts from obsolescence? And how can digital media be used or taught inside classrooms?
These and other questions are addressed in this volume that assembles contributions by artists, writers, scholars and editors such as Dene Grigar, Sandy Baldwin, Carlos Reis, and Frieder Nake. They offer a multiperspectival view on the way digital media have changed our notion of textuality
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Curiosity driven search experiences
Casual-Leisure Search describes any behaviour that allows people to express and satisfy hedonistic needs rather than information needs as part of the information-seeking process. For example, individuals who search their social media universe for hours after a long day at work may do so out of curiosity, to relax or for fun (e.g. exploring for the experience). Studies have shown that classical information seeking (IS) and interactive information retrieval models (IIR) have failed to represent them because they were created observing people in work related scenarios, and assuming that search is always a rational decision making process and with an extrinsic utilitarian value. The research described in this PhD work investigates IIR from the perspective of the psychological curiosity and leisure information seeking behaviour. Traditional search engines focus the user experience on satisfying users with topically relevant information (i.e. quick lookup search and then moving on), but they are limited supporting the discovery of unknown information because they fail to entice and engage users exploration as proxy to seek enjoyment both in leisure and work scenarios. The research described increases understanding of the role that curiosity plays in IIR and investigates the merits of incorporating the characteristics and function of human curiosity in the design of IIR systems. The research is grounded by the theoretical understanding of how human curiosity works. A review of appropriate psychological curiosity literature offers a means to critique existing IIR tools and a basis from which to start designing novel curiosity driven search tools. In the first experimental work, this research compared IIR behaviour between a standard query response paradigm and a curiosity driven search map prototype using social media content, and attempts to learn lessons from the behaviour that people show in everyday casual-leisure search scenarios. In the second experiment, this research contrast IIR behaviour between standard query-response paradigm and a curious adaptation of query-response paradigm using search notifications or recommendations for news reading in a social media leisure search scenario. The tools are evaluated to determine the usefulness of incorporating curiosity in the design of IIR systems, to learn about the effect in user engagement, how users exploration is increase when motivated by a hedonistic need, and then elaborate a set of design recommendations to enhance the search experience in leisure scenarios
Digital Media and Textuality
Due to computers' ability to combine different semiotic modes, texts are no longer exclusively comprised of static images and mute words. How have digital media changed the way we write and read? What methods of textual and data analysis have emerged? How do we rescue digital artifacts from obsolescence? And how can digital media be used or taught inside classrooms?
These and other questions are addressed in this volume that assembles contributions by artists, writers, scholars and editors such as Dene Grigar, Sandy Baldwin, Carlos Reis, and Frieder Nake. They offer a multiperspectival view on the way digital media have changed our notion of textuality
Robust Dialog Management Through A Context-centric Architecture
This dissertation presents and evaluates a method of managing spoken dialog interactions with a robust attention to fulfilling the human user’s goals in the presence of speech recognition limitations. Assistive speech-based embodied conversation agents are computer-based entities that interact with humans to help accomplish a certain task or communicate information via spoken input and output. A challenging aspect of this task involves open dialog, where the user is free to converse in an unstructured manner. With this style of input, the machine’s ability to communicate may be hindered by poor reception of utterances, caused by a user’s inadequate command of a language and/or faults in the speech recognition facilities. Since a speech-based input is emphasized, this endeavor involves the fundamental issues associated with natural language processing, automatic speech recognition and dialog system design. Driven by ContextBased Reasoning, the presented dialog manager features a discourse model that implements mixed-initiative conversation with a focus on the user’s assistive needs. The discourse behavior must maintain a sense of generality, where the assistive nature of the system remains constant regardless of its knowledge corpus. The dialog manager was encapsulated into a speech-based embodied conversation agent platform for prototyping and testing purposes. A battery of user trials was performed on this agent to evaluate its performance as a robust, domain-independent, speech-based interaction entity capable of satisfying the needs of its users
Processpatching: defining new methods in aRt&D
In the context of a rapidly changing domain of contemporary electronic art practice- where the speed of technological innovation and the topicality of art 'process as research' methods are both under constant revision- the process of collaboration between art, computer science and engineering is an important addition to existing 'R&D'. Scholarly as well as practical exploration of artistic methods, viewed in relation to the field of new technology, can be seen to enable and foster innovation in both the conceptualisation and practice of the electronic arts. At the same time, citing new media art in the context of technological innovation brings a mix of scientific and engineering issues to the fore and thereby demands an extended functionality that may lead to R&D, as technology attempts to take account of aesthetic and social considerations in its re-development. This new field of new media or electronic art R&D is different from research and development aimed at practical applications of new technologies as we see them in everyday life. A next step for Research and Development in Art (aRt&D) is a formalisation of the associated work methods, as an essential ingredient for interdisciplinary collaboration.
This study investigates how electronic art patches together processes and methods from the arts, engineering and computer science environments. It provides a framework describing the electronic art methods to improve collaboration by informing others about one's artistic research and development approach. This investigation is positioned in the electronic art laboratory where new alliances with other disciplines are established. It provides information about the practical and theoretical aspects of the research and development processes of artists. The investigation addresses fundamental questions about the 'research and development methods' (discussed and defined at length in these pages), of artists who are involved in interdisciplinary collaborations amongst and between the fields of Art, Computer Science, and Engineering. The breadth of the fields studied necessarily forced a tight focus on specific issues in the literature, addressed herein through a series of focused case studies which demonstrate the points of synergy and divergence between the fields of artistic research and development, in a wider art&D' context. The artistic methods proposed in this research include references from a broad set of fields (e. g. Technology, Media Arts, Theatre and Performance, Systems Theories, the Humanities, and Design Practice) relevant to and intrinsically intertwined with this project and its placement in an interdisciplinary knowledge domain.
The aRt&D Matrix provides a complete overview of the observed research and development methods in electronic arts, including references to related disciplines and methods from other fields. The new Matrix developed and offered in this thesis also provides an instrument for analysing the interdisciplinary collaboration process that exclusively reflects the information we need for the overview of the team constellation. The tool is used to inform the collaborators about the backgrounds of the other participants and thus about the expected methods and approaches. It provides a map of the bodies of knowledge and expertise represented in any given cross-disciplinary team, and thus aims to lay the groundwork for a future aRt&D framework of use to future scholars and practitioners alike
UWOMJ Volume 66, No 2, Summer 1997
An interdisciplinary medical science publication, established in 1930.https://ir.lib.uwo.ca/uwomj/1029/thumbnail.jp
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