158 research outputs found
Development of multiple media documents
Development of documents in multiple media involves activities in three different
fields, the technical, the discoursive and the procedural. The major development problems of
artifact complexity, cognitive processes, design basis and working context are located where these
fields overlap. Pending the emergence of a unified approach to design, any method must allow for
development at the three levels of discourse structure, media disposition and composition, and
presentation. Related work concerned with generalised discourse structures, structured
documents, production methods for existing multiple media artifacts, and hypertext design offer
some partial forms of assistance at different levels. Desirable characteristics of a multimedia
design method will include three phases of production, a variety of possible actions with media
elements, an underlying discoursive structure, and explicit comparates for review
Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker
The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between âoldâ and ânewâ media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittlerâs notion of âdiscourse networksâ. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Albertiâs windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between âoldâ and ânewâ media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittlerâs notion of âdiscourse networksâ. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Albertiâs windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment
A semiotic and usability analysis of Diegetic UI: Metro - Last Light
A narrativa de um jogo Ă© um dos principais componentes da criação da imersĂŁo do jogador. Ă medida que a tecnologia avança, novas ferramentas possibilitam aos desenvolvedores de jogos a criação mundos digitais cada vez mais complexos. A Interface de UsuĂĄrio tem um papel crucial, fornecendo ao jogador feedback sobre os vĂĄrios atributos e mecĂąnicas do jogo. Alguns jogos buscaram integrar a interface tradicionalmente intrusiva dentro da narrativa e da arte do jogo, por meio das Interfaces DiegĂ©tica. O objetivo desta tese Ă© entender como a integração da interface na arte e na narrativa do jogo - criando o que Ă© chamado de Interface DiegĂ©tica - pode aumentar a sensação de imersĂŁo do jogador. Para identificar os processos atravĂ©s dos quais o significado Ă© observado na Interface DiegĂ©tica, contamos com a SemiĂłtica Discursiva proposta por A.J. Greimas e para avaliar se essas representaçÔes DiegĂ©ticas afetam a Usabilidade, empregamos as HeurĂsticas proposta por Desurvire e Wiberg. A metodologia mostrou resultados interessantes acerca das relaçÔes entre Interface e Narrativa, bem como o impacto de Usabilidade derivado de tal implementação no jogo Metro: Last Light.A Gameâs narrative is one of the key components of creating Player immersion. As technology advances, game developers increase their toolset for creating increasingly complex game worlds. The UI has a crucial role, providing the Player with feedback about the various attributes and mechanics within the game. Some games sought to integrate the traditionally intrusive UI within the gameâs narrative and art, by the means of Diegetic UI. The goal of this Thesis is to understand how integrating the User Interface into the gameâs art and narrative â creating what is called a Diegetic Interface â can increase the feeling of immersion for the Player. To identify the processes through which meaning is observed in Diegetic UI, weâve relied on the Discoursive Semiotics proposed by A.J. Greimas and to assess if these Diegetic Representations affect usability, we employed Game Usability Heuristics proposed by Desurvire and Wiberg. The methodology proved to yield interesting results regarding the relationships between UI and Narrative as well as the Usability impact derived from such implementation in the game Metro: Last Light
Expert and Corpus-Based Evaluation of a 3-Space Model of Conceptual Blending
This paper presents the 3-space model of conceptual
blending that estimates the figurative similarity between Input
spaces 1 and 2 using both their analogical similarity and the interconnecting
Generic Space. We describe how our Dr Inventor model
is being evaluated as a model of lexically based figurative similarity.
We describe distinct but related evaluation tasks focused on 1)
identifying novel and quality analogies between computer graphics
publications 2) evaluation of machine generated translations of text
documents 3) evaluation of documents in a plagiarism corpus. Our
results show that Dr Inventor is capable of generating novel
comparisons between publications but also appears to be a useful
tool for evaluating machine translation systems and for detecting and
assessing the level of plagiarism between documents. We also
outline another more recent evaluation, using a corpus of patent
applications
The Function Theory and Its Application on Manuals of Economics
In this paper, we analyse manuals of economics from the function point of view. Our proposal is focused on the classification and typology of manuals based on the communication purposes. In addition, we put forward and suggest certain improvements in the internal composition of the manuals based on a detailed analysis of their contents architecture and the rhetorical movements in which they are arranged. In general, we are suggesting that the new generation of manuals of economics, mostly multimodal ones, means and is going to be a significant step forward in the relationship between situations of use and learning processes
Domain-independent Extraction of Scientific Concepts from Research Articles
We examine the novel task of domain-independent scientific concept extraction
from abstracts of scholarly articles and present two contributions. First, we
suggest a set of generic scientific concepts that have been identified in a
systematic annotation process. This set of concepts is utilised to annotate a
corpus of scientific abstracts from 10 domains of Science, Technology and
Medicine at the phrasal level in a joint effort with domain experts. The
resulting dataset is used in a set of benchmark experiments to (a) provide
baseline performance for this task, (b) examine the transferability of concepts
between domains. Second, we present two deep learning systems as baselines. In
particular, we propose active learning to deal with different domains in our
task. The experimental results show that (1) a substantial agreement is
achievable by non-experts after consultation with domain experts, (2) the
baseline system achieves a fairly high F1 score, (3) active learning enables us
to nearly halve the amount of required training data.Comment: Accepted for publishing in 42nd European Conference on IR Research,
ECIR 202
Requirements Analysis for an Open Research Knowledge Graph
Current science communication has a number of drawbacks and bottlenecks which have been subject of discussion lately: Among others, the rising number of published articles makes it nearly impossible to get a full overview of the state of the art in a certain field, or reproducibility is hampered by fixed-length, document-based publications which normally cannot cover all details of a research work. Recently, several initiatives have proposed knowledge graphs (KGs) for organising scientific information as a solution to many of the current issues. The focus of these proposals is, however, usually restricted to very specific use cases. In this paper, we aim to transcend this limited perspective by presenting a comprehensive analysis of requirements for an Open Research Knowledge Graph (ORKG) by (a) collecting daily core tasks of a scientist, (b) establishing their consequential requirements for a KG-based system, (c) identifying overlaps and specificities, and their coverage in current solutions. As a result, we map necessary and desirable requirements for successful KG-based science communication, derive implications and outline possible solutions
Requirements Analysis for an Open Research Knowledge Graph
Current science communication has a number of drawbacks and bottlenecks which
have been subject of discussion lately: Among others, the rising number of
published articles makes it nearly impossible to get an overview of the state
of the art in a certain field, or reproducibility is hampered by fixed-length,
document-based publications which normally cannot cover all details of a
research work. Recently, several initiatives have proposed knowledge graphs
(KGs) for organising scientific information as a solution to many of the
current issues. The focus of these proposals is, however, usually restricted to
very specific use cases. In this paper, we aim to transcend this limited
perspective by presenting a comprehensive analysis of requirements for an Open
Research Knowledge Graph (ORKG) by (a) collecting daily core tasks of a
scientist, (b) establishing their consequential requirements for a KG-based
system, (c) identifying overlaps and specificities, and their coverage in
current solutions. As a result, we map necessary and desirable requirements for
successful KG-based science communication, derive implications and outline
possible solutions.Comment: Accepted for publishing in 24th International Conference on Theory
and Practice of Digital Libraries, TPDL 202
Embedding a Creativity Support Tool within Computer Graphics Research
We describe the Dr Inventor creativity support tool that
aims to support and even enhance the creativity of active research
scientists, by discovering un-noticed analogical similarities between
publications. The tool combines text processing, lexical analysis and
computational cognitive modelling to find comparisons with the
greatest potential for a creative impact on the system users. A multi-year corpus of publications is used to drive the creativity of the
system, with a central graph matching algorithm being adapted to
identify the best analogy between any pair of papers. Dr Inventor
has been developed for use by computer graphics researchers, with
a particular focus on publications from the SIGGRAPH conference
series and it uses this context in three main ways. Firstly, the
pragmatic context of creativity support requires the identification of
comparisons that are unlike pre-existing information. Secondly, the
suggested inferences are assessed for quality within the context of a
corpus of graphics publications. Finally, expert users from this
discipline were asked to identify the qualities of greatest concern to
them, which then guided the subsequent evaluation task
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