2,589 research outputs found

    Predicate Matrix: an interoperable lexical knowledge base for predicates

    Get PDF
    183 p.La Matriz de Predicados (Predicate Matrix en inglés) es un nuevo recurso léxico-semántico resultado de la integración de múltiples fuentes de conocimiento, entre las cuales se encuentran FrameNet, VerbNet, PropBank y WordNet. La Matriz de Predicados proporciona un léxico extenso y robusto que permite mejorar la interoperabilidad entre los recursos semánticos mencionados anteriormente. La creación de la Matriz de Predicados se basa en la integración de Semlink y nuevos mappings obtenidos utilizando métodos automáticos que enlazan el conocimiento semántico a nivel léxico y de roles. Asimismo, hemos ampliado la Predicate Matrix para cubrir los predicados nominales (inglés, español) y predicados en otros idiomas (castellano, catalán y vasco). Como resultado, la Matriz de predicados proporciona un léxico multilingüe que permite el análisis semántico interoperable en múltiples idiomas

    A Critical Discourse Analysis Of Hbcus And Their Place In Science And Technology From 1979-80 As Told By Four National Newspapers

    Get PDF
    This study was an investigation of how national newspapers contributed to the reproduction of racism as they reported on Historically Black Colleges and Universities (HBCUs) and the need for more Black Americans in STEM programs. The existence of racism in newspaper discourse reaffirms the long-standing perception that HBCUs, and the Black Americans they serve, do not deserve full educational participation in society. The lack of diversity in STEM fields represents a key area where a critical exploration of how HBCUs are described is needed. Specifically, four national newspapers, the Los Angeles Times, the New York Times, the Wall Street Journal, and the Washington Post, printed during the period of March 7, 1979, to December 12, 1980 were explored. Critical race theory provided the theoretical foundation of the study to explain why racism is a continued aspect of society that limits the STEM access of HBCUs. The research question for the study sought to understand the constructed images of HBCUs and Black students present in national newspaper discourse with respect to STEM topics. Using a critical discourse analysis approach, the study included 15 articles relevant to the topic. A key marker of relevant discourse was the passing of the 1980 National Science Foundation Authorization and Science and Technology Equal Opportunities Act, which provided HBCU students with additional access to science and technology curriculums and degrees. The study found discourse that represented a battle for HBCU continued existence, images of Black students as academically incapable, and implicit uses of racism to uphold notions of White supremacy. Implications to the field include a need for a more critical lens to be taken when framing events about HBCUs and Black students as these contribute to the collective perception of these groups as inferior

    Reframing museum epistemology for the information age: a discursive design approach to revealing complexity

    Get PDF
    This practice-based research inquiry examines the impact of an epistemic shift, brought about by the dawning of the information age and advances in networked communication technologies, on physical knowledge institutions - focusing on museums. The research charts adapting knowledge schemas used in museum knowledge organisation and discusses the potential for a new knowledge schema, the network, to establish a new epistemology for museums that reflects contemporary hyperlinked and networked knowledge. The research investigates the potential for networked and shared virtual reality spaces to reveal new ‘knowledge monuments’ reflecting the epistemic values of the network society and the space of flows. The central practice for this thesis focuses on two main elements. The first is applying networks and visual complexity to reveal multi-linearity and adapting perspectives in relational knowledge networks. This concept was explored through two discursive design projects, the Museum Collection Engine, which uses data visualisation, cloud data, and image recognition within an immersive projection dome to create a dynamic and searchable museum collection that returns new and interlinking constellations of museum objects and knowledge. The second discursive design project was Shared Pasts: Decoding Complexity, an AR app with a unique ‘anti-personalisation’ recommendation system designed to reveal complex narratives around historic objects and places. The second element is folksonomy and co-design in developing new community-focused archives using the community's language to build the dataset and socially tagged metadata. This was tested by developing two discursive prototypes, Women Reclaiming AI and Sanctuary Stories

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

    Get PDF
    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    Chatbots for Modelling, Modelling of Chatbots

    Full text link
    Tesis Doctoral inédita leída en la Universidad Autónoma de Madrid, Escuela Politécnica Superior, Departamento de Ingeniería Informática. Fecha de Lectura: 28-03-202

    Mixed Reality Interfaces for Augmented Text and Speech

    Get PDF
    While technology plays a vital role in human communication, there still remain many significant challenges when using them in everyday life. Modern computing technologies, such as smartphones, offer convenient and swift access to information, facilitating tasks like reading documents or communicating with friends. However, these tools frequently lack adaptability, become distracting, consume excessive time, and impede interactions with people and contextual information. Furthermore, they often require numerous steps and significant time investment to gather pertinent information. We want to explore an efficient process of contextual information gathering for mixed reality (MR) interfaces that provide information directly in the user’s view. This approach allows for a seamless and flexible transition between language and subsequent contextual references, without disrupting the flow of communication. ’Augmented Language’ can be defined as the integration of language and communication with mixed reality to enhance, transform, or manipulate language-related aspects and various forms of linguistic augmentations (such as annotation/referencing, aiding social interactions, translation, localization, etc.). In this thesis, our broad objective is to explore mixed reality interfaces and their potential to enhance augmented language, particularly in the domains of speech and text. Our aim is to create interfaces that offer a more natural, generalizable, on-demand, and real-time experience of accessing contextually relevant information and providing adaptive interactions. To better address this broader objective, we systematically break it down to focus on two instances of augmented language. First, enhancing augmented conversation to support on-the-fly, co-located in-person conversations using embedded references. And second, enhancing digital and physical documents using MR to provide on-demand reading support in the form of different summarization techniques. To examine the effectiveness of these speech and text interfaces, we conducted two studies in which we asked the participants to evaluate our system prototype in different use cases. The exploratory usability study for the first exploration confirms that our system decreases distraction and friction in conversation compared to smartphone search while providing highly useful and relevant information. For the second project, we conducted an exploratory design workshop to identify categories of document enhancements. We later conducted a user study with a mixed-reality prototype to highlight five board themes to discuss the benefits of MR document enhancement

    A web-based platform promoting family communication and cascade genetic testing for families with hereditary breast and ovarian cancer (DIALOGUE study)

    Get PDF
    The overall aim of this dissertation is to develop an eHealth intervention to promote family communication and cascade genetic testing among families concerned with Hereditary Breast and Ovarian Cancer (HBOC) syndrome. Within this context an international, multi-centre scientific project entitled "DIALOGUE" was designed that aims to develop (Phase A), and test the feasibility (Phase B) of an intervention within various genetic clinics across Switzerland and South Korea. This dissertation describes only the Phase A, the adaptation of an intervention, a web-based platform designed for families with HBOC to share genetic test results, including usability testing in a sample from Switzerland. Chapter 1 provides a general introduction to the current field of hereditary cancer and cascade genetic testing, including the current state of eHealth technologies in science. The chapter also includes a short introduction to the prototype developed in the U.S.—as well as a description of the DIALOGUE study. In addition, the chapter summarises the main conceptual models, i.e. the Ottawa Decision Support Framework (ODSF) and the Medical Research Council (MRC) framework. These models are commonly implemented in the development and evaluation of complex interventions. The rational of this dissertation is guided by all of these elements. Chapter 2 provides a detailed description of the dissertation’s specific aims, including the three studies conducted. The articles presented in Chapter 3 describe the methodology and findings of the dissertation. Study I comprises a systematic literature review of previous studies, with a particular focus on HBOC and Lynch syndromes. The literature review identified and synthesised evidence from psychoeducational interventions designed to facilitate family communication of genetic testing results and/or cancer predisposition and to promote cascade genetic testing. A meta-analysis was also conducted to assess intervention efficacy in relation to these two research aims. Our findings highlight the need to develop new interventions and approaches to family communication and cascade testing for cancer susceptibility. Study II describes the state-of-the-art text mining techniques used to detect and classify valuable information from interviews with study participants concerning determinants of open intrafamilial communication regarding genetic cancer risk. This study had two major aims: 1) to quantify openness of communication about HBOC cancer risk, and 2) to examine the role of sentiment in predicting openness of communication. Our findings showed that the overall expressed sentiment was associated with the communication of genetic risk among HBOC families. This analysis identified additional factors that affect openness to communicate genetic risk. These were defined as “high-risk” factors and integrated into the design and development of the intervention. Study III describes the development of the intervention, a web-based platform designed for families with HBOC to share genetic test results. The platform was developed in line with the quality criteria set by the MRC framework. Being web-based, the platform could be accessed via a laptop, smartphone or tablet. Usability testing was applied to evaluate the prototype intervention which received high ratings on a satisfaction scale. Chapter 4 synthesises and discusses the key findings of all the studies presented in the previous chapter, and addresses study limitations and implications for future research

    Measuring the impact of COVID-19 on hospital care pathways

    Get PDF
    Care pathways in hospitals around the world reported significant disruption during the recent COVID-19 pandemic but measuring the actual impact is more problematic. Process mining can be useful for hospital management to measure the conformance of real-life care to what might be considered normal operations. In this study, we aim to demonstrate that process mining can be used to investigate process changes associated with complex disruptive events. We studied perturbations to accident and emergency (A &E) and maternity pathways in a UK public hospital during the COVID-19 pandemic. Co-incidentally the hospital had implemented a Command Centre approach for patient-flow management affording an opportunity to study both the planned improvement and the disruption due to the pandemic. Our study proposes and demonstrates a method for measuring and investigating the impact of such planned and unplanned disruptions affecting hospital care pathways. We found that during the pandemic, both A &E and maternity pathways had measurable reductions in the mean length of stay and a measurable drop in the percentage of pathways conforming to normative models. There were no distinctive patterns of monthly mean values of length of stay nor conformance throughout the phases of the installation of the hospital’s new Command Centre approach. Due to a deficit in the available A &E data, the findings for A &E pathways could not be interpreted
    corecore