138,701 research outputs found

    Text-based Adventures of the Golovin AI Agent

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    The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. In this paper, we present our approach to tackle the problem. Our agent, named Golovin, takes advantage of the limited game domain. We use genre-related corpora (including fantasy books and decompiled games) to create language models suitable to this domain. Moreover, we embed mechanisms that allow us to specify, and separately handle, important tasks as fighting opponents, managing inventory, and navigating on the game map. We validated usefulness of these mechanisms, measuring agent's performance on the set of 50 interactive fiction games. Finally, we show that our agent plays on a level comparable to the winner of the last year Text-Based Adventure AI Competition

    Imagining Action in/Against the Anthropocene: Narrative Impasse and the Necessity of Alternatives to Effect Resistance

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    The Anthropocene has emerged as the dominant conception of the contemporary moment, centering the human individual as both responsible for and bearing the responsibility to counteract its numerous interrelated socioeconomic, political, and environmental issues including the staggering loss of biodiversity across the globe and the reality of anthropogenic climate change. This constitutes a significant psychological impasse that disempowers and disenfranchises humans living in this epoch, discouraging any substantive individual effort. Drawing on the posthuman feminist philosophy of theorists such as Rosi Braidotti and Stacy Alaimo together with a reflection of the power of science fiction as a literature of cognitive estrangement highlighting social issues, this paper reads “The Boston Hearth Project” by T.X. Watson as a short story demonstrative of an ethos of community and hope that resists the negative affects and oppressive social structures of the Anthropocene. I argue in the course of this paper that theorists and activists alike must turn to alternative narratives, such as those modelled in the emergent science fiction genre of solarpunk, in order to reject essentializing and individualizing forces and think multiply in order to realize meaningful resistance in a time of increasing fragmentation in society and destruction of the more-than-human world

    Dystopian Realities : Investigating the Perception of and Interaction with Surveillance Practices

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    This article seeks to sketch out how the field of surveillance studies has conceptualized surveillance practices, and how cultural and technological shifts have prompted scholars to re-imagine these theoretical frameworks. The article investigates the interplay of (dystopian) popular cultural representations of surveillance cultures and the perception of and attitude towards contemporary surveillance practices, as well as how individuals react to and interact with them. The article also outlines a study regarding the aforementioned issues that was conducted among a sample of 150 university students, which focused especially on each participant’s subjective ability to distinguish between fictional scenarios and real-life surveillance practices

    Building a document genre corpus: a profile of the KRYS I corpus

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    This paper describes the KRYS I corpus, consisting of documents classified into 70 genre classes. It has been constructed as part of an effort to automate document genre classification as distinct from topic detection. Previously there has been very little work on building corpora of texts which have been classified using a nontopical genre palette. The reason for this is partly due to the fact that genre as a concept, is rooted in philosophy, rhetoric and literature, and highly complex and domain dependent in its interpretation ([11]). The usefulness of genre in everyday information search is only now starting to be recognised and there is no genre classification schema that has been consolidated to have applicable value in this direction. By presenting here our experiences in constructing the KRYS I corpus, we hope to shed light on the information gathering and seeking behaviour and the role of genre in these activities, as well as a way forward for creating a better corpus for testing automated genre classification tasks and the application of these tasks to other domains.

    Building a Document Genre Corpus: a Profile of the KRYS I Corpus

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    This paper describes the KRYS I corpus (http://www.krys-corpus.eu/Info.html), consisting of documents classified into 70 genre classes. It has been constructed as part of an effort to automate document genre classification as distinct from topic detection. Previously there has been very little work on building corpora of texts which have been classified using a non-topical genre palette. The reason for this is partly due to the fact that genre as a concept, is rooted in philosophy, rhetoric and literature, and highly complex and domain dependent in its interpretation ([11]). The usefulness of genre in everyday information search is only now starting to be recognised and there is no genre classification schema that has been consolidated to have applicable value in this direction. By presenting here our experiences in constructing the KRYS I corpus, we hope to shed light on the information gathering and seeking behaviour and the role of genre in these activities, as well as a way forward for creating a better corpus for testing automated genre classification tasks and the application of these tasks to other domains

    Speculative practices : utilizing InfoVis to explore untapped literary collections

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    Funding: Canadian Social Sciences and Humanities Research CouncilIn this paper we exemplify how information visualization supports speculative thinking, hypotheses testing, and preliminary interpretation processes as part of literary research. While InfoVis has become a buzz topic in the digital humanities, skepticism remains about how effectively it integrates into and expands on traditional humanities research approaches. From an InfoVis perspective, we lack case studies that show the specific design challenges that make literary studies and humanities research at large a unique application area for information visualization. We examine these questions through our case study of the Speculative W@nderverse, a visualization tool that was designed to enable the analysis and exploration of an untapped literary collection consisting of thousands of science fiction short stories. We present the results of two empirical studies that involved general-interest readers and literary scholars who used the evolving visualization prototype as part of their research for over a year. Our findings suggest a design space for visualizing literary collections that is defined by (1) their academic and public relevance, (2) the tension between qualitative vs. quantitative methods of interpretation, (3) result- vs. process-driven approaches to InfoVis, and (4) the unique material and visual qualities of cultural collections. Through the Speculative W@nderverse we demonstrate how visualization can bridge these sometimes contradictory perspectives by cultivating curiosity and providing entry points into literary collections while, at the same time, supporting multiple aspects of humanities research processes.PostprintPeer reviewe

    Neal Stephenson’s Readme: a critique of gamification

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    Neal Stephenson’s writing has in many ways shaped post-cyberpunk science fiction as well as having a massive influence on real-world technology, so his move to realism with 2011’s Reamde offers an opportunity to understand science fiction’s changing relationship to realism in the twenty-first century. Stephenson is considered a core cyberpunk writer thanks to 1992’s Snow Crash, a novel that depicts an online virtual world known as the ‘Metaverse’. This novel is based on the premise that the actions of an online world could have a material impact on participants outside of the game: namely, gamers can be brain damaged by a computer virus. Stephenson has continued to explore these themes throughout his career, but recently through contemporary settings, rather than the futures of his science fiction. Stephenson’s Reamde could therefore be considered an example of ‘science fiction realism’, a term coined by Veronica Hollinger to describe William Gibson’s Pattern Recognition (2003), a novel which also uses science fictional tropes and techniques, but in a contemporary setting

    The Beauty and the Barrister: Gender Roles, Madness, and the Basis for Identity in Lady Audley\u27s Secret

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    This thesis examines the concept of identity in the novel Lady Audley’s Secret by Mary Elizabeth Braddon. In the mid to late Victorian period, self-definition was strongly tied to gender roles. Men were expected to be mentally active, physical strong, and morally guiding leaders of society, and women were to be their passive, pious, domestically minded followers. These expectations for behavior were so strong that those breaking them were in danger of being considered insane. In Braddon’s novel, the behavior of most characters does not align with the expectations for their gender. The exception is Lady Audley, the apparently ideal woman whose beauty and charm mask a vicious and criminal nature. Her plea of insanity, while it may offer an excuse for her unfeminine behavior, does not pardon her crimes. However, hero Robert Audley’s behavior is absolutely effeminate, but he has a strong moral sense and total devotion to his loved ones. Their deviation from or adherence to gender-appropriate behaviors does not change their essential natures. In Lady Audley’s Secret, Braddon uses gender roles and the theme of insanity to critique the Victorian conception of identity
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