37 research outputs found

    Multi-model adaptive spatial hypertext

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    Information delivery on the Web often relies on general purpose Web pages that require the reader to adapt to them. This limitation is addressed by approaches such as spatial hypermedia and adaptive hypermedia. Spatial hypermedia augments the representation power of hypermedia and adaptive hypermedia explores the automatic modification of the presentation according to user needs. This dissertation merges these two approaches, combining the augmented expressiveness of spatial hypermedia with the flexibility of adaptive hypermedia. This dissertation presents the Multi-model Adaptive Spatial Hypermedia framework (MASH). This framework provides the theoretical grounding for the augmentation of spatial hypermedia with dynamic and adaptive functionality and, based on their functionality, classifies systems as generative, interactive, dynamic or adaptive spatial hypermedia. Regarding adaptive hypermedia, MASH proposes the use of multiple independent models that guide the adaptation of the presentation in response to multiple relevant factors. The framework is composed of four parts: a general system architecture, a definition of the fundamental concepts in spatial hypermedia, an ontological classification of the adaptation strategies, and the philosophy of conflict management that addresses the issue of multiple independent models providing contradicting adaptation suggestions. From a practical perspective, this dissertation produced WARP, the first MASH-based system. WARPs novel features include spatial transclusion links as an alternative to navigational linking, behaviors supporting dynamic spatial hypermedia, and personal annotations to spatial hypermedia. WARP validates the feasibility of the multi-model adaptive spatial hypermedia and allows the exploration of other approaches such as Web-based spatial hypermedia, distributed spatial hypermedia, and interoperability issues between spatial hypermedia systems. In order to validate the approach, a user study comparing non-adaptive to adaptive spatial hypertext was conducted. The study included novice and advanced users and produced qualitative and quantitative results. Qualitative results revealed the emergence of reading behaviors intrinsic to spatial hypermedia. Users moved and modified the objects in order to compare and group objects and to keep track of what had been read. Quantitative results confirmed the benefits of adaptation and indicated a possible synergy between adaptation and expertise. In addition, the study created the largest spatial hypertext to date in terms of textual content

    Processing Structured Hypermedia : A Matter of Style

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    With the introduction of the World Wide Web in the early nineties, hypermedia has become the uniform interface to the wide variety of information sources available over the Internet. The full potential of the Web, however, can only be realized by building on the strengths of its underlying research fields. This book describes the areas of hypertext, multimedia, electronic publishing and the World Wide Web and points out fundamental similarities and differences in approaches towards the processing of information. It gives an overview of the dominant models and tools developed in these fields and describes the key interrelationships and mutual incompatibilities. In addition to a formal specification of a selection of these models, the book discusses the impact of the models described on the software architectures that have been developed for processing hypermedia documents. Two example hypermedia architectures are described in more detail: the DejaVu object-oriented hypermedia framework, developed at the VU, and CWI's Berlage environment for time-based hypermedia document transformations

    Extending the 5S Framework of Digital Libraries to support Complex Objects, Superimposed Information, and Content-Based Image Retrieval Services

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    Advanced services in digital libraries (DLs) have been developed and widely used to address the required capabilities of an assortment of systems as DLs expand into diverse application domains. These systems may require support for images (e.g., Content-Based Image Retrieval), Complex (information) Objects, and use of content at fine grain (e.g., Superimposed Information). Due to the lack of consensus on precise theoretical definitions for those services, implementation efforts often involve ad hoc development, leading to duplication and interoperability problems. This article presents a methodology to address those problems by extending a precisely specified minimal digital library (in the 5S framework) with formal definitions of aforementioned services. The theoretical extensions of digital library functionality presented here are reinforced with practical case studies as well as scenarios for the individual and integrative use of services to balance theory and practice. This methodology has implications that other advanced services can be continuously integrated into our current extended framework whenever they are identified. The theoretical definitions and case study we present may impact future development efforts and a wide range of digital library researchers, designers, and developers

    Processing Structured Hypermedia - A Matter of Style

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    Vliet, J.C. van [Promotor]Eliens, A. [Copromotor

    Open semantic hyperwikis

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    Wikis are lightweight, community-editable, web-based hypertext systems, which can be described as a website that anybody can edit. From this collaborative base has grown significant efforts at large-scale knowledge management such as Wikipedia. Recently, ‘semantic’ wiki systems have been developed with typed links, such that the structure of nodes and links is analogous to an RDF graph of resources and arcs: a machineprocessable representation of the relations between articles which can form part of the web of linked data. Despite this, the hypermedia side of wiki systems has so far largely been constrained to the web model of simple embedded, unidirectional links. This research considers the hypertext origins of wiki systems, asks, and answers how the technologies developed during decades of hypertext research may be applied to better manage their document, and thus knowledge, structure. We present experimental evidence supporting the hypothesis that additional hypermedia features would be useful to wiki editors on both macro- and micro-scales. Quantitative analysis of editing logs from a large-scale wiki shows that hyperstructure changes form a substantial proportion of editing effort. Conversely, qualitative user studies show that individual user editing can be better supported by classical but since overlooked hypertext features such as first-class links and transclusion. We then specify an extensive model for a ‘open semantic hyperwiki’ system which draws from these fields, based around first-class links with support for transclusion and advanced functional link types, with defined semantics for the role of versioning and parametric nodes in the linked data world, while mindful to preserve the core simplicity that allows non-expert users to contribute. This is followed by a practical approach to its implementation in terms of an existing experimental modular wiki foundation, and the actual prototype implementation, which has been made available as open source software. Finally, we work through applying the system to a set of real-world use cases which are currently employing classic, non-semantic wiki software, and evaluate the implementation in comparison to a conventional semantic wiki in a user study.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Personal Knowledge Models with Semantic Technologies

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    Conceptual Data Structures (CDS) is a unified meta-model for representing knowledge cues in varying degrees of granularity, structuredness, and formality. CDS consists of: (1) A simple, expressive data-model; (2) A relation ontology which unifies the relations found in cognitive models of personal knowledge management tools, e. g., documents, mind-maps, hypertext, or semantic wikis. (3) An interchange format for structured text. Implemented prototypes have been evaluated

    Proceedings of the Workshop on the Reuse of Web based Information

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    The proceedings are currently available online at: http://www-rocq.inria.fr/~vercoust/REUSE/WWW7-reuse.html where individual papers can be downloaded. However, this URL must not be regarded as permanent.These are the Proceeding of theWorkshop on the Reuse of Web Information that was held in conjunction with the Seventh International World Wide Web Conference, Brisbane, 14 April 19998

    Just-in-time hypermedia

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    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

    Don’t forget to save! User experience principles for video game narrative authoring tools.

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    Interactive Digital Narratives (IDNs) are a natural evolution of traditional storytelling melded with technological improvements brought about by the rapidly increasing digital revolution. This has and continues to enhance the complexities and functionality of the stories that we can tell. Video game narratives, both old and new, are considered close relatives of IDN, and due to their enhanced interactivity and presentational methods, further complicate the creation process. Authoring tool software aims to alleviate the complexities of this by abstracting underlying data models into accessible user interfaces that creatives, even those with limited technical experience, can use to author their stories. Unfortunately, despite the vast array of authoring tools in this space, user experience is often overlooked even though it is arguably one of the most vital components. This has resulted in a focus on the audience within IDN research rather than the authors, and consequently our knowledge and understanding of the impacts of user experience design decisions in authoring tools are limited. This thesis tackles the modeling of complex video game narrative structures and investigates how user experience design decisions within IDN authoring tools may impact the authoring process. I first introduce my concept of Discoverable Narrative which establishes a vocabulary for the analysis, categorization, and comparison of aspects of video game narrative that are discovered, observed, or experienced by players — something that existing models struggle to detail. I also develop and present my Novella Narrative Model which provides support for video game narrative elements and makes several novel innovations that set it apart from existing narrative models. This thesis then builds upon these models by presenting two bespoke user studies that examine the user experience of the state-of-the-art in IDN authoring tool design, together building a listing of seven general Themes and five principles (Metaphor Testing, Fast Track Testing, Structure, Experimentation, Branching) that highlight evidenced behavioral trends of authors based on different user experience design factors within IDN authoring tools. This represents some of the first work in this space that investigates the relationships between the user experience design of IDN authoring tools and the impacts that they can have on authors. Additionally, a generalized multi-stage pipeline for the design and development of IDN authoring tools is introduced, informed by professional industry- standard design techniques, in an effort to both ensure quality user experience within my own work and to raise awareness of the importance of following proper design processes when creating authoring tools, also serving as a template for doing so
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