1,077 research outputs found

    Looking for fraud in digital footprints: sensemaking with chronologies in a large corporate investigation

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    During extended sensemaking tasks people typically create external representations that integrate information and support their thinking. Understanding the variety, role and use of these is important for understanding sensemaking and how to support it effectively. We report a case-study of a large, document-based fraud investigation undertaken by a law firm. We focus on the construction and use of integrated representations in the form of chronologies. We show how these supported conjecture recording, focussing on time-periods, identifying gaps, identifying connections and reviewing interpretations. We use our findings to highlight limitations of a previous analysis of representations in sensemaking which regards this as schema definition and population. The findings also argue for search tools designed to identify date references in documents, for the support of ad-hoc event selections, and the support of linking between integrating representations and source documents

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    An E-Book Building Methodology Using An Extensible Personalization Structure For Operationalizing E-Book Interface Metaphors

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    In order to address these problems, this thesis aims to identify requirements of personalization elements, to represent e-book personalization, to formalize e-book personalization components, and to develope-book packaging control and standards.Untuk menangani masalah-masalah ini, tesis ini bertujuan mengenal pasti keperluan elemen pemperibadian, untuk memperwakilkan pemperibadian e-book, untuk memformalkan komponen pemperibadian e-book, dan membangunkan pakej kawalan dan piawaian e-book

    The design and evaluation of non-visual information systems for blind users

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    This research was motivated by the sudden increase of hypermedia information (such as that found on CD-ROMs and on the World Wide Web), which was not initially accessible to blind people, although offered significant advantages over traditional braille and audiotape information. Existing non-visual information systems for blind people had very different designs and functionality, but none of them provided what was required according to user requirements studies: an easy-to-use non-visual interface to hypermedia material with a range of input devices for blind students. Furthermore, there was no single suitable design and evaluation methodology which could be used for the development of non-visual information systems. The aims of this research were therefore: (1) to develop a generic, iterative design and evaluation methodology consisting of a number of techniques suitable for formative evaluation of non-visual interfaces; (2) to explore non-visual interaction possibilities for a multimodal hypermedia browser for blind students based on user requirements; and (3) to apply the evaluation methodology to non-visual information systems at different stages of their development. The methodology developed and recommended consists of a range of complementary design and evaluation techniques, and successfully allowed the systematic development of prototype non-visual interfaces for blind users by identifying usability problems and developing solutions. Three prototype interfaces are described: the design and evaluation of two versions of a hypermedia browser; and an evaluation of a digital talking book. Recommendations made from the evaluations for an effective non-visual interface include the provision of a consistent multimodal interface, non-speech sounds for information and feedback, a range of simple and consistent commands for reading, navigation, orientation and output control, and support features. This research will inform developers of similar systems for blind users, and in addition, the methodology and design ideas are considered sufficiently generic, but also sufficiently detailed, that the findings could be applied successfully to the development of non-visual interfaces of any type

    A cognitive model of fiction writing.

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    Models of the writing process are used to design software tools for writers who work with computers. This thesis is concerned with the construction of a model of fiction writing. The first stage in this construction is to review existing models of writing. Models of writing used in software design and writing research include behavioural, cognitive and linguistic varieties. The arguments of this thesis are, firstly, that current models do not provide an adequate basis for designing software tools for fiction writers. Secondly, research into writing is often based on questionable assumptions concerning language and linguistics, the interpretation of empirical research, and the development of cognitive models. It is argued that Saussure's linguistics provides an alternative basis for developing a model of fiction writing, and that Barthes' method of textual analysis provides insight into the ways in which readers and writers create meanings. The result of reviewing current models of writing is a basic model of writing, consisting of a cycle of three activities - thinking, writing, and reading. The next stage is to develop this basic model into a model of fiction writing by using narratology, textual analysis, and cognitive psychology to identify the kinds of thinking processes that create fictional texts. Remembering and imagining events and scenes are identified as basic processes in fiction writing; in cognitive terms, events are verbal representations, while scenes are visual representations. Syntax is identified as another distinct object of thought, to which the processes of remembering and imagining also apply. Genette's notion of focus in his analysis of text types is used to describe the role of characters in the writer's imagination: focusing the imagination is a process in which a writer imagines she is someone else, and it is shown how this process applies to events, scenes, and syntax. It is argued that a writer's story memory, influences his remembering and imagining; Todorov's work on symbolism is used to argue that interpretation plays the role in fiction writing of binding together these two processes. The role of naming in reading and its relation to problem solving is compared with its role in writing, and names or signifiers are added to the objects of thought in fiction writing. It is argued that problem solving in fiction writing is sometimes concerned with creating problems or mysteries for the reader, and it is shown how this process applies to events, scenes, signifiers and syntax. All these findings are presented in the form of a cognitive model of fiction writing. The question of testing is discussed, and the use of the model in designing software tools is illustrated by the description of a hypertextual aid for fiction writers

    The Social Work Docuverse

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    The impact of electronic technology on social work has not been fundamental or transformative in any way comparable to the impact upon a variety of other professions and disciplines. A major potential impact of electronic systems for communications-based knowledge systems like social work lies in the area of textual processing systems which are only beginning to come to the fore. This article concentrates on one such set of technology -- hypermedia -- which already makes possible the construction and delivery of a social work docuverse which contains an electronic knowledge base of the field. Actual realization of such a web and exploration of the vast networks of linkages it implies will be an enormous task which should be the first major scholarly enterprise facing social welfare scholars in the new millennium. Several major problems must be overcome in creating such a vast undertaking include a number of critical organizational, legal, educational and political issues. The very nature of the emerging technology together with the inherited traditions of professional education make such a task inherently a matter of the common good of the profession

    As the Cursor Blinks: Electronic Scholarship and Undergraduates in the Library

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