144 research outputs found

    Workshop Proceedings of the 12th edition of the KONVENS conference

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    The 2014 issue of KONVENS is even more a forum for exchange: its main topic is the interaction between Computational Linguistics and Information Science, and the synergies such interaction, cooperation and integrated views can produce. This topic at the crossroads of different research traditions which deal with natural language as a container of knowledge, and with methods to extract and manage knowledge that is linguistically represented is close to the heart of many researchers at the Institut für Informationswissenschaft und Sprachtechnologie of Universität Hildesheim: it has long been one of the institute’s research topics, and it has received even more attention over the last few years

    Ethnographically-informed distributed participatory design framework for sociotechnical change : co-designing a collaborative training tool to support real-time collaborative writing

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    Although Wikipedia’s immense success is partially due to its support of the asynchronous collaboration model, researchers argue that the bureaucratic rules and technical infrastructure enabling it feed into Wikipedia’s content bias. Attempts to introduce different collaboration models have so far failed, but the fact that they have occurred persistently over time suggests that at least part of the Wikipedia community favours incorporating features such as real-time collaborative editing. My research is founded on the argument that the advantageous aspects of the asynchronous model should be preserved, although the existing model needs to be complemented by real-time collaboration in settings such as Wikipedia training events. This thesis describes a Participatory Design process resulting in a prototype called WikiSync, a system that introduces real-time collaboration for the Wikipedia community using a responsible design approach that is respectful of Wikipedia’s rich social structure and history. Furthermore, my research has produced an adaptive methodology for co-designing sociotechnical solutions in a geographically distributed community. After an in-depth observation of online Wikipedia training and the existing community innovation processes, my participatory design sessions have helped create a mutual learning environment for co-designing WikiSync in tandem with the community, while addressing a wide range of their concerns about real-time collaboration. I also consulted the broader Wikipedia community using an online social ideation and voting tool to evaluate the desirability and applicability of the solution. Finally, the resulting ethnographically-informed distributed Participatory Design framework provides an innovation process for involving a diverse, widely distributed online community in co-designing sociotechnical solutions

    Challenges and perspectives of hate speech research

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    This book is the result of a conference that could not take place. It is a collection of 26 texts that address and discuss the latest developments in international hate speech research from a wide range of disciplinary perspectives. This includes case studies from Brazil, Lebanon, Poland, Nigeria, and India, theoretical introductions to the concepts of hate speech, dangerous speech, incivility, toxicity, extreme speech, and dark participation, as well as reflections on methodological challenges such as scraping, annotation, datafication, implicity, explainability, and machine learning. As such, it provides a much-needed forum for cross-national and cross-disciplinary conversations in what is currently a very vibrant field of research

    Design for amelioration : leveraging a human-centered approach in designing a sustainable product-service system for Jakarta’s urban poor.

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    This research is an investigation into sustainable product-service systems in addressing the problems of the poor. The focus of this research is the poor population of Jakarta that live in slums located close to river banks, canals, and drainage areas. This study is built upon relevant literature on design for the base of the pyramid, design for sustainability, and sustainable design guidelines and tools. The main objective of this research is to understand how human-centered design, combined with sustainable product-service system design, can help ameliorate some of the issues experienced by the poor. The methodology is predominantly modelled on the approach of human-centered design (HCD). Participatory methods, being important aspects of the human-centered design methodology, are central to this research. The key participatory aspect of this study was the partnership with the Indonesian Street Children Organization Foundation, a non-governmental organization already active in many slum areas in Jakarta. A pilot study to test the methods and confirm the feasibility of the study was conducted before proceeding with the actual fieldwork. The fieldwork itself was conducted over six months, in situ in Jakarta. Participants comprise different groups of the slum community: adolescents, parents, and community workers. The fieldwork was conducted in three stages; adhering to the human-centered design process. First, a series of semi-structured interviews with the assistance of visual tools, to gain insights into slum inhabitants’ living situations as well as their aspirations. Second, a co-creation session was conducted collectively with the inhabitants, where they actively participated in the design process of generating a solution. The co-designed solution took the form of a clean water service that offered an alternative payment of recyclable materials. The prototype was then deployed and tested in the community itself for a period of time. Finally, in the third session, a live prototyping session was conducted, followed by a focus group discussion and product usability interview with the servicepersons who operated the prototype and performed the water service during the testing period. The last session was a platform where participants offered suggestions on ways to improve the solution. Upon discovering the inadequacies of available sustainable design tools, a new framework of a more comprehensive sustainable design tool called the Design for Amelioration was devised. This proposition, which represents an integration of human-centered design methodology and design for sustainability principles, was then used to assess the solution generated in the fieldwork as well as the design process as a whole. Lastly, the Design for Amelioration framework was then further developed to be an appropriate approach that can tackle the challenges of designing for communities

    EVALITA Evaluation of NLP and Speech Tools for Italian - December 17th, 2020

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    Welcome to EVALITA 2020! EVALITA is the evaluation campaign of Natural Language Processing and Speech Tools for Italian. EVALITA is an initiative of the Italian Association for Computational Linguistics (AILC, http://www.ai-lc.it) and it is endorsed by the Italian Association for Artificial Intelligence (AIxIA, http://www.aixia.it) and the Italian Association for Speech Sciences (AISV, http://www.aisv.it)

    Electronic Literature as Digital Humanities

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    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Electronic Imaging & the Visual Arts. EVA 2015 Florence

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    Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Technologies & Applications; New 2D-3D Technical Developments & Applications; Virtual Galleries – Museums and Related Initiatives; Access to the Culture Information. Two Workshops regard: International Cooperation; Innovation and Enterprise

    EXPLORATION OF DOMAIN-SPECIFIC KNOWLEDGE GRAPHS FOR TESTABLE HYPOTHESIS GENERATION

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    In the span of a decade, we have brought about a fundamental shift in the way we structure, organize, store, and conceptualize biomedical datasets. Data which had previously been siloed has been gathered, organized, and aggregated into central repositories, interlinked with each other by categorizing these vast sums of knowledge into well defined ontologies. These interlinked databases, better known as knowledge graphs, have come to redefine our ability to explore the current state of our knowledge, answer complex questions about how objects relate to each other, and invent novel connections in vastly different research disciplines. With these knowledge graphs, new ideas can be quickly formulated, instead of relying upon the insight of a single scientist or small team of experts, these ideas can be made leveraging the vast historical catalog of research progress that has been captured in biomedical databases. Knowledge graphs can be used to propose hypotheses which narrow the nearly infinite array of possible explorations which can link any pair of ideas to only those which have some historical and practical considerations. In this way, we hope to utilize these knowledge graphs to produce hypotheses, promote those which are viable, and provide them to biomedical experts. In this work, we aim to develop methodologies to produce meaningful hypotheses using these graphs as inputs. We approach this problem by (i) utilizing intrinsic mathematical properties of the intermediate nodes along a pathways, (ii) translating existing biomedical ideas into graphical structures, and (iii) incorporating niche domain-specific biomedical datasets to explore domain problems. We have shown the ability of these methods to produce practical and useful hypotheses and pathways which can be utilized by experts for immediate exploration.Doctor of Philosoph

    Creating Through Mind and Emotions

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    The texts presented in Proportion Harmonies and Identities (PHI) Creating Through Mind and Emotions were compiled to establish a multidisciplinary platform for presenting, interacting, and disseminating research. This platform also aims to foster the awareness and discussion on Creating Through Mind and Emotions, focusing on different visions relevant to Architecture, Arts and Humanities, Design and Social Sciences, and its importance and benefits for the sense of identity, both individual and communal. The idea of Creating Through Mind and Emotions has been a powerful motor for development since the Western Early Modern Age. Its theoretical and practical foundations have become the working tools of scientists, philosophers, and artists, who seek strategies and policies to accelerate the development process in different contexts
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