2,654 research outputs found
Hypermedia support for argumentation-based rationale: 15 years on from gIBIS and QOC
Having developed, used and evaluated some of the early IBIS-based approaches to design rationale (DR) such as gIBIS and QOC in the late 1980s/mid-1990s, we describe the subsequent evolution of the argumentation-based paradigm through software support, and perspectives drawn from modeling and meeting facilitation. Particular attention is given to the challenge of negotiating the overheads of capturing this form of rationale. Our approach has maintained a strong emphasis on keeping the representational scheme as simple as possible to enable real time meeting mediation and capture, attending explicitly to the skills required to use the approach well, particularly for the sort of participatory, multi-stakeholder requirements analysis demanded by many design problems. However, we can then specialize the notation and the way in which the tool is used in the service of specific methodologies, supported by a customizable hypermedia environment, and interoperable with other software tools. After presenting this approach, called Compendium, we present examples to illustrate the capabilities for support security argumentation in requirements engineering, template driven modeling for document generation, and IBIS-based indexing of and navigation around video records of meetings
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further
step towards an iterative design that considers the user interaction a central point. The paper discusses
how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the
developments that followed that first experience: our findings seem still valid despite the passed time
KnowledgePuzzle: a browsing tool to adapt the web navigation process to the learner's mental model
This article presents KnowledgePuzzle, a browsing tool for knowledge construction from the web. It aims to adapt the structure of web content to the learner’s information needs regardless of how the web content is originally delivered. Learners are provided with a meta-cognitive space (eg, a concept mapping tool) that enables them to plan navigation paths and visualize the semantic processing of knowledge in their minds. Once the learner’s viewpoint becomes visually represented, it will be transformed to a layer of informative hyperlinks and annotations over previously visited pages. The attached layer causes the web content to be explicitly structured to accommodate the learner’s interests by interlinking and annotating chunks of information that make up the learner’s knowledge. Finally, a hypertext version of the whole knowledge is generated to enable fast and easy reviewing. A discussion about the
Of course we share! Testing Assumptions about Social Tagging Systems
Social tagging systems have established themselves as an important part in
today's web and have attracted the interest from our research community in a
variety of investigations. The overall vision of our community is that simply
through interactions with the system, i.e., through tagging and sharing of
resources, users would contribute to building useful semantic structures as
well as resource indexes using uncontrolled vocabulary not only due to the
easy-to-use mechanics. Henceforth, a variety of assumptions about social
tagging systems have emerged, yet testing them has been difficult due to the
absence of suitable data. In this work we thoroughly investigate three
available assumptions - e.g., is a tagging system really social? - by examining
live log data gathered from the real-world public social tagging system
BibSonomy. Our empirical results indicate that while some of these assumptions
hold to a certain extent, other assumptions need to be reflected and viewed in
a very critical light. Our observations have implications for the design of
future search and other algorithms to better reflect the actual user behavior
Just-in-time hypermedia
Many analytical applications, especially legacy systems, create documents and display screens in response to user queries dynamically or in real time . These documents and displays do not exist in advance, and thus hypermedia must be generated \u27just in time -automatically and dynamically.
This dissertation details the idea of \u27just-in-time hypermedia and discusses challenges encountered in this research area. A fully detailed literature review about the research issues and related research work is given. A framework for the \u27just-in-time hypermedia compares virtual documents with static documents, as well as dynamic with static hypermedia functionality. Conceptual \u27just-in-time hypermedia architecture is proposed in terms of requirements and logical components. The \u27just-in-time hypermedia engine is described in terms of architecture, functional components, information flow, and implementation details. Then test results are described and evaluated. Lastly, contributions, limitations, and future work are discussed
“Changing Maps: Cyberspace, Global Culture, and the Interconnected Wor(l)ds of Geoff Ryman’s 253”
The article focuses on the increasingly large and interconnected expanse of cyberspace, which is denoted by such a plurality of sites of cultural exchange and sharing between individuals and communities that it eludes mapping. Electronic literature, and in particular hypertext, with its malleability, interactivity, connectedness, indeterminacy, erosion of boundaries between nations, human and machine, public and private, seems best suited to making sense of our technologically textured and globalised reality. In this light, Geoff Ryman’s 253 is analysed as an experimental example of hypertextual and global narrative; a locus where the evolving relationships between information technologies and social spaces, places and practices are staged and tested
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