158 research outputs found

    Development of multiple media documents

    Get PDF
    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

    Get PDF
    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 “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. 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, Alberti’s 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 “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. 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, Alberti’s 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

    Get PDF
    A narrativa de um jogo Ă© um dos principais componentes da criação da imersĂŁo do jogador. À 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 Game’s 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 game’s narrative and art, by the means of Diegetic UI. The goal of this Thesis is to understand how integrating the User Interface into the game’s art and narrative – creating what is called a Diegetic Interface – can increase the feeling of immersion for the Player. To identify the processes through which meaning is observed in Diegetic UI, we’ve 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

    Get PDF
    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

    Get PDF
    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

    Get PDF
    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

    Get PDF
    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

    Get PDF
    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

    Get PDF
    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
    • 

    corecore