6,783 research outputs found
Talking with pictures: Exploring the possibilities of iconic communication
As multimedia computing becomes the order of the day, so there is a greater need to understand and to come to terms with the problems of visual presentation. This paper deals with iconic languages as a means of communicating ideas and concepts without words. Two example systems, developed respectively at the universities of Exeter and Brighton, are described. Both embody basic principles of the iconic communication which,, though not unique to learning technology, is forming an increasingly important part of userâinterfaces, including those in the area computerâassisted learning
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Generation of multi-modal dialogue for a net environment
In this paper an architecture and special purpose markup language for simulated affective face-to-face communication is presented. In systems based on this architecture, users will be able to watch embodied conversational agents interact with each other in virtual locations on the internet. The markup language, or Rich Representation Language (RRL), has been designed to provide an integrated representation of speech, gesture, posture and facial animation
Adults are more efficient in creating and transmitting novel signalling systems than children
Iterated language learning experiments have shown that meaningful and structured signalling systems emerge when there is pressure for signals to be both learnable and expressive. Yet such experiments have mainly been conducted with adults using language-like signals. Here we explore whether structured signalling systems can also emerge when signalling domains are unfamiliar and when the learners are children with their well-attested cognitive and pragmatic limitations. In Experiment 1, we compared iterated learning of binary auditory sequences denoting small sets of meanings in chains of adults and 5-7-year old children. Signalling systems became more learnable even though iconicity and structure did not emerge despite applying a homonymy filter designed to keep the systems expressive. When the same types of signals were used in referential communication by adult and child dyads in Experiment 2, only the adults, but not the children, were able to negotiate shared iconic and structured signals. Referential communication using their native language by 4-5-year old children in Experiment 3 showed that only interaction with adults, but not with peers resulted in informative expressions. These findings suggest that emergence and transmission of communication systems is unlikely to be driven by children, and point to the importance of cognitive maturity and pragmatic expertise of learners as well as feedback-based scaffolding of communicative effectiveness by experts during language evolution
RRL: A Rich Representation Language for the Description of Agent Behaviour in NECA
In this paper, we describe the Rich Representation Language (RRL) which is used in the NECA system. The NECA system generates interactions between two or more animated characters. The RRL is a formal framework for representing the information that is exchanged at the interfaces between the various NECA system modules
Iconic Studies Relevant for Research in Marketing and the Journal of Global Scholars of Marketing Science
Here, an âiconâ refers to a study widely and critically admired, a study symbolizing a movement or field of activity; iconic marketing studies offer exceptional contributions to marketing theory and/or data collection, and/or data analysis, and/or interpretations/ implications of qualitative and/or quantitative empirical findings. This article identifies antecedent conditions associated with achieving iconic status in research in marketing and proposes 10 tenets useful for identifying and planning iconic studies in marketing. The study reviews examples of iconic studies in the marketing literature. The study also addresses a few telling mistakes that researchers in the marketing discipline frequently make. The study of iconic research is helpful for crafting high-quality theory and planning high-quality research designs, as well as increasing vigilance and skill in identifying truly exceptionally high-quality studies and studies that are plainly just bad. The essay briefly reviews 10 JGSMS articles appearing also in this virtual issue as possible candidates for the achievement of iconic status in marketing
Game on! a report on the interactive leisure software subsector in London
There is a paucity of good quality data on the UK video games industry. Information such as value-added, investment on R&D, average annual expenditure on training and the value of video games in terms of exports, for example, is thin or incomplete. This is a serious problem. If we are to improve the competitiveness of the UK games development sector then we must have better quality information. Games developers will then be able to benchmark their business activities against industry averages. Overseas investors will also then be better informed about the benefits of investing in the UK leisure software sector. This Report confirms the lacunae in our knowledge that exists about the video games industry. For example, the Office of National Statistics still does not have a specific code to identify interactive leisure software businesses. Yet the Report also shines a light on the video games industry in the UK in general and in London in particular
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The Influence of the Visual Modality on Language Structure and Conventionalization: Insights From Sign Language and Gesture
For humans, the ability to communicate and use language is instantiated not only in the vocal modality but also in the visual modality. The main examples of this are sign languages and (co-speech) gestures. Sign languages, the natural languages of Deaf communities, use systematic and conventionalized movements of the hands, face, and body for linguistic expression. Co-speech gestures, though non-linguistic, are produced in tight semantic and temporal integration with speech and constitute an integral part of language together with speech. The articles in this issue explore and document how gestures and sign languages are similar or different and how communicative expression in the visual modality can change from being gestural to grammatical in nature through processes of conventionalization. As such, this issue contributes to our understanding of how the visual modality shapes language and the emergence of linguistic structure in newly developing systems. Studying the relationship between signs and gestures provides a new window onto the human ability to recruit multiple levels of representation (e.g., categorical, gradient, iconic, abstract) in the service of using or creating conventionalized communicative systems
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