3,068 research outputs found

    A Data Mining Toolbox for Collaborative Writing Processes

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    Collaborative writing (CW) is an essential skill in academia and industry. Providing support during the process of CW can be useful not only for achieving better quality documents, but also for improving the CW skills of the writers. In order to properly support collaborative writing, it is essential to understand how ideas and concepts are developed during the writing process, which consists of a series of steps of writing activities. These steps can be considered as sequence patterns comprising both time events and the semantics of the changes made during those steps. Two techniques can be combined to examine those patterns: process mining, which focuses on extracting process-related knowledge from event logs recorded by an information system; and semantic analysis, which focuses on extracting knowledge about what the student wrote or edited. This thesis contributes (i) techniques to automatically extract process models of collaborative writing processes and (ii) visualisations to describe aspects of collaborative writing. These two techniques form a data mining toolbox for collaborative writing by using process mining, probabilistic graphical models, and text mining. First, I created a framework, WriteProc, for investigating collaborative writing processes, integrated with the existing cloud computing writing tools in Google Docs. Secondly, I created new heuristic to extract the semantic nature of text edits that occur in the document revisions and automatically identify the corresponding writing activities. Thirdly, based on sequences of writing activities, I propose methods to discover the writing process models and transitional state diagrams using a process mining algorithm, Heuristics Miner, and Hidden Markov Models, respectively. Finally, I designed three types of visualisations and made contributions to their underlying techniques for analysing writing processes. All components of the toolbox are validated against annotated writing activities of real documents and a synthetic dataset. I also illustrate how the automatically discovered process models and visualisations are used in the process analysis with real documents written by groups of graduate students. I discuss how the analyses can be used to gain further insight into how students work and create their collaborative documents

    Computational Trust in Web Content Quality: A Comparative Evalutation on the Wikipedia Project

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    The problem of identifying useful and trustworthy information on the World Wide Web is becoming increasingly acute as new tools such as wikis and blogs simplify and democratize publication. It is not hard to predict that in the future the direct reliance on this material will expand and the problem of evaluating the trustworthiness of this kind of content become crucial. The Wikipedia project represents the most successful and discussed example of such online resources. In this paper we present a method to predict Wikipedia articles trustworthiness based on computational trust techniques and a deep domain-specific analysis. Our assumption is that a deeper understanding of what in general defines high-standard and expertise in domains related to Wikipedia – i.e. content quality in a collaborative environment – mapped onto Wikipedia elements would lead to a complete set of mechanisms to sustain trust in Wikipedia context. We present a series of experiment. The first is a study-case over a specific category of articles; the second is an evaluation over 8 000 articles representing 65% of the overall Wikipedia editing activity. We report encouraging results on the automated evaluation of Wikipedia content using our domain-specific expertise method. Finally, in order to appraise the value added by using domain-specific expertise, we compare our results with the ones obtained with a pre-processed cluster analysis, where complex expertise is mostly replaced by training and automatic classification of common features

    Implementing feedback in creative systems : a workshop approach

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    One particular challenge in AI is the computational modelling and simulation of creativity. Feedback and learning from experience are key aspects of the creative process. Here we investigate how we could implement feedback in creative systems using a social model. From the field of creative writing we borrow the concept of a Writers Workshop as a model for learning through feedback. The Writers Workshop encourages examination, discussion and debates of a piece of creative work using a prescribed format of activities. We propose a computational model of the Writers Workshop as a roadmap for incorporation of feedback in artificial creativity systems. We argue that the Writers Workshop setting describes the anatomy of the creative process. We support our claim with a case study that describes how to implement the Writers Workshop model in a computational creativity system. We present this work using patterns other people can follow to implement similar designs in their own systems. We conclude by discussing the broader relevance of this model to other aspects of AI

    Management and Visualisation of Non-linear History of Polygonal 3D Models

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    The research presented in this thesis concerns the problems of maintenance and revision control of large-scale three dimensional (3D) models over the Internet. As the models grow in size and the authoring tools grow in complexity, standard approaches to collaborative asset development become impractical. The prevalent paradigm of sharing files on a file system poses serious risks with regards, but not limited to, ensuring consistency and concurrency of multi-user 3D editing. Although modifications might be tracked manually using naming conventions or automatically in a version control system (VCS), understanding the provenance of a large 3D dataset is hard due to revision metadata not being associated with the underlying scene structures. Some tools and protocols enable seamless synchronisation of file and directory changes in remote locations. However, the existing web-based technologies are not yet fully exploiting the modern design patters for access to and management of alternative shared resources online. Therefore, four distinct but highly interconnected conceptual tools are explored. The first is the organisation of 3D assets within recent document-oriented No Structured Query Language (NoSQL) databases. These "schemaless" databases, unlike their relational counterparts, do not represent data in rigid table structures. Instead, they rely on polymorphic documents composed of key-value pairs that are much better suited to the diverse nature of 3D assets. Hence, a domain-specific non-linear revision control system 3D Repo is built around a NoSQL database to enable asynchronous editing similar to traditional VCSs. The second concept is that of visual 3D differencing and merging. The accompanying 3D Diff tool supports interactive conflict resolution at the level of scene graph nodes that are de facto the delta changes stored in the repository. The third is the utilisation of HyperText Transfer Protocol (HTTP) for the purposes of 3D data management. The XML3DRepo daemon application exposes the contents of the repository and the version control logic in a Representational State Transfer (REST) style of architecture. At the same time, it manifests the effects of various 3D encoding strategies on the file sizes and download times in modern web browsers. The fourth and final concept is the reverse-engineering of an editing history. Even if the models are being version controlled, the extracted provenance is limited to additions, deletions and modifications. The 3D Timeline tool, therefore, implies a plausible history of common modelling operations such as duplications, transformations, etc. Given a collection of 3D models, it estimates a part-based correspondence and visualises it in a temporal flow. The prototype tools developed as part of the research were evaluated in pilot user studies that suggest they are usable by the end users and well suited to their respective tasks. Together, the results constitute a novel framework that demonstrates the feasibility of a domain-specific 3D version control

    Emerging prenatal genetic tests : developing a health technology assessment (HTA) framework for informed decision-making

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    Delphi Process In preparation for the first Delphi exercise, a list of questions was produced from the academic literature, webbased sources and interviews with experts. These questions were structured into broad dimensions and a draft questionnaire piloted. A final list of 73 questions formed the basis of the first Delphi survey. Participants were asked to grade the perceived importance of each question for inclusion in HTA reports on new prenatal genetic tests (4 = Essential; 3 = Desirable, but not essential; 2 = Useful but should not be required; 1 = Of little/ no importance; 0 = I have no basis for judgement). Secondly, they were asked to indicate whether a question should be addressed during test development or whether the question could be addressed later once the technology is ready for implementation. Finally, Panel members were encouraged to identify any other questions which appeared to be missing from the initial list. For copy of questionnaire, see Annex 1: Delphi Round 1 Questionnaire. Respondents were also asked to provide personal details to give some indication of their HTA experience and specialist expertise. Analysis of responses demonstrated that SAFE Delphi panel members represent a highly experienced, multidisciplinary international group of experts with the knowledge required to define which key questions should be addressed in HTA reports on new prenatal genetic tests. Delphi Responses Responses were received from 77/90 (86%) of Panel members. These were analysed with a cut-off of 75% (Âą3%) applied as an indicator of Panel consensus for all questions. Thus, any question which three out of four respondents rated as essential or desirable was retained, whilst those not achieving this level of agreement were provisionally excluded. In addition, mean scores were also calculated (excluding 0 = I have no basis for judgement) for each question. A mean score >3.25 Âą 0.05 was taken as an indication that the Panel had identified a particular question as being of the highest priority to address in HTA

    Characterizing Online Vandalism: A Rational Choice Perspective

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    What factors influence the decision to vandalize? Although the harm is clear, the benefit to the vandal is less clear. In many cases, the thing being damaged may itself be something the vandal uses or enjoys. Vandalism holds communicative value: perhaps to the vandal themselves, to some audience at whom the vandalism is aimed, and to the general public. Viewing vandals as rational community participants despite their antinormative behavior offers the possibility of engaging with or countering their choices in novel ways. Rational choice theory (RCT) as applied in value expectancy theory (VET) offers a strategy for characterizing behaviors in a framework of rational choices, and begins with the supposition that subject to some weighting of personal preferences and constraints, individuals maximize their own utility by committing acts of vandalism. This study applies the framework of RCT and VET to gain insight into vandals' preferences and constraints. Using a mixed-methods analysis of Wikipedia, I combine social computing and criminological perspectives on vandalism to propose an ontology of vandalism for online content communities. I use this ontology to categorize 141 instances of vandalism and find that the character of vandalistic acts varies by vandals' relative identifiability, policy history with Wikipedia, and the effort required to vandalize
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