113 research outputs found

    Metaphors in Digital Hermeneutics: Zooming through Literary, Didactic and Historical Representations of Imaginary and Existing Cities

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    The paper proposes to bridge two areas of inquiry, digital hermeneutics and metaphor within a digital environment, by the analysis of a less studied phenomenon, i.e. how interpretation is supported and shaped by metaphors embedded in an interface. The study is articulated around three use cases for literary, didactic and historical representations of imaginary and existing cities based on a model (z-text) and interface (Z-editor) for zoomable texts. We will try to demonstrate that the zooming and contextualization features of the tool allow creating layers of meaning that can assist interpretation and critical readings of literature and history

    Visual Text Analysis in Digital Humanities

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    In 2005, Franco Moretti introduced Distant Reading to analyse entire literary text collections. This was a rather revolutionary idea compared to the traditional Close Reading, which focuses on the thorough interpretation of an individual work. Both reading techniques are the prior means of Visual Text Analysis. We present an overview of the research conducted since 2005 on supporting text analysis tasks with close and distant reading visualizations in the digital humanities. Therefore, we classify the observed papers according to a taxonomy of text analysis tasks, categorize applied close and distant reading techniques to support the investigation of these tasks and illustrate approaches that combine both reading techniques in order to provide a multi-faceted view of the textual data. In addition, we take a look at the used text sources and at the typical data transformation steps required for the proposed visualizations. Finally, we summarize collaboration experiences when developing visualizations for close and distant reading, and we give an outlook on future challenges in that research area

    Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience.

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    Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play. In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced. Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources. This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games

    Antennas and Electromagnetics Research via Natural Language Processing.

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    Advanced techniques for performing natural language processing (NLP) are being utilised to devise a pioneering methodology for collecting and analysing data derived from scientific literature. Despite significant advancements in automated database generation and analysis within the domains of material chemistry and physics, the implementation of NLP techniques in the realms of metamaterial discovery, antenna design, and wireless communications remains at its early stages. This thesis proposes several novel approaches to advance research in material science. Firstly, an NLP method has been developed to automatically extract keywords from large-scale unstructured texts in the area of metamaterial research. This enables the uncovering of trends and relationships between keywords, facilitating the establishment of future research directions. Additionally, a trained neural network model based on the encoder-decoder Long Short-Term Memory (LSTM) architecture has been developed to predict future research directions and provide insights into the influence of metamaterials research. This model lays the groundwork for developing a research roadmap of metamaterials. Furthermore, a novel weighting system has been designed to evaluate article attributes in antenna and propagation research, enabling more accurate assessments of impact of each scientific publication. This approach goes beyond conventional numeric metrics to produce more meaningful predictions. Secondly, a framework has been proposed to leverage text summarisation, one of the primary NLP tasks, to enhance the quality of scientific reviews. It has been applied to review recent development of antennas and propagation for body-centric wireless communications, and the validation has been made available for comparison with well-referenced datasets for text summarisation. Lastly, the effectiveness of automated database building in the domain of tunable materials and their properties has been presented. The collected database will use as an input for training a surrogate machine learning model in an iterative active learning cycle. This model will be utilised to facilitate high-throughput material processing, with the ultimate goal of discovering novel materials exhibiting high tunability. The approaches proposed in this thesis will help to accelerate the discovery of new materials and enhance their applications in antennas, which has the potential to transform electromagnetic material research

    Close and Distant Reading Visualizations for the Comparative Analysis of Digital Humanities Data

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    Traditionally, humanities scholars carrying out research on a specific or on multiple literary work(s) are interested in the analysis of related texts or text passages. But the digital age has opened possibilities for scholars to enhance their traditional workflows. Enabled by digitization projects, humanities scholars can nowadays reach a large number of digitized texts through web portals such as Google Books or Internet Archive. Digital editions exist also for ancient texts; notable examples are PHI Latin Texts and the Perseus Digital Library. This shift from reading a single book “on paper” to the possibility of browsing many digital texts is one of the origins and principal pillars of the digital humanities domain, which helps developing solutions to handle vast amounts of cultural heritage data – text being the main data type. In contrast to the traditional methods, the digital humanities allow to pose new research questions on cultural heritage datasets. Some of these questions can be answered with existent algorithms and tools provided by the computer science domain, but for other humanities questions scholars need to formulate new methods in collaboration with computer scientists. Developed in the late 1980s, the digital humanities primarily focused on designing standards to represent cultural heritage data such as the Text Encoding Initiative (TEI) for texts, and to aggregate, digitize and deliver data. In the last years, visualization techniques have gained more and more importance when it comes to analyzing data. For example, Saito introduced her 2010 digital humanities conference paper with: “In recent years, people have tended to be overwhelmed by a vast amount of information in various contexts. Therefore, arguments about ’Information Visualization’ as a method to make information easy to comprehend are more than understandable.” A major impulse for this trend was given by Franco Moretti. In 2005, he published the book “Graphs, Maps, Trees”, in which he proposes so-called distant reading approaches for textual data that steer the traditional way of approaching literature towards a completely new direction. Instead of reading texts in the traditional way – so-called close reading –, he invites to count, to graph and to map them. In other words, to visualize them. This dissertation presents novel close and distant reading visualization techniques for hitherto unsolved problems. Appropriate visualization techniques have been applied to support basic tasks, e.g., visualizing geospatial metadata to analyze the geographical distribution of cultural heritage data items or using tag clouds to illustrate textual statistics of a historical corpus. In contrast, this dissertation focuses on developing information visualization and visual analytics methods that support investigating research questions that require the comparative analysis of various digital humanities datasets. We first take a look at the state-of-the-art of existing close and distant reading visualizations that have been developed to support humanities scholars working with literary texts. We thereby provide a taxonomy of visualization methods applied to show various aspects of the underlying digital humanities data. We point out open challenges and we present our visualizations designed to support humanities scholars in comparatively analyzing historical datasets. In short, we present (1) GeoTemCo for the comparative visualization of geospatial-temporal data, (2) the two tag cloud designs TagPies and TagSpheres that comparatively visualize faceted textual summaries, (3) TextReuseGrid and TextReuseBrowser to explore re-used text passages among the texts of a corpus, (4) TRAViz for the visualization of textual variation between multiple text editions, and (5) the visual analytics system MusikerProfiling to detect similar musicians to a given musician of interest. Finally, we summarize our and the collaboration experiences of other visualization researchers to emphasize the ingredients required for a successful project in the digital humanities, and we take a look at future challenges in that research field

    Iconic Indexing for Video Search

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    Submitted for the degree of Doctor of Philosophy, Queen Mary, University of London

    Visual analysis of anatomy ontologies and related genomic information

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    Challenges in scientific research include the difficulty in obtaining overviews of the large amount of data required for analysis, and in resolving the differences in terminology used to store and interpret information in multiple, independently created data sets. Ontologies provide one solution for analysis involving multiple data sources, improving cross-referencing and data integration. This thesis looks at harnessing advanced human perception to reduce the cognitive load in the analysis of the multiple, complex data sets the bioinformatics user group studied use in research, taking advantage also of users’ domain knowledge, to build mental models of data that map to its underlying structure. Guided by a user-centred approach, prototypes were developed to provide a visual method for exploring users’ information requirements and to identify solutions for these requirements. 2D and 3D node-link graphs were built to visualise the hierarchically structured ontology data, to improve analysis of individual and comparison of multiple data sets, by providing overviews of the data, followed by techniques for detailed analysis of regions of interest. Iterative, heuristic and structured user evaluations were used to assess and refine the options developed for the presentation and analysis of the ontology data. The evaluation results confirmed the advantages that visualisation provides over text-based analysis, and also highlighted the advantages of each of 2D and 3D for visual data analysis.Overseas Research Students Awards SchemeJames Watt Scholarshi

    Macro-micro approach for mining public sociopolitical opinion from social media

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    During the past decade, we have witnessed the emergence of social media, which has prominence as a means for the general public to exchange opinions towards a broad range of topics. Furthermore, its social and temporal dimensions make it a rich resource for policy makers and organisations to understand public opinion. In this thesis, we present our research in understanding public opinion on Twitter along three dimensions: sentiment, topics and summary. In the first line of our work, we study how to classify public sentiment on Twitter. We focus on the task of multi-target-specific sentiment recognition on Twitter, and propose an approach which utilises the syntactic information from parse-tree in conjunction with the left-right context of the target. We show the state-of-the-art performance on two datasets including a multi-target Twitter corpus on UK elections which we make public available for the research community. Additionally we also conduct two preliminary studies including cross-domain emotion classification on discourse around arts and cultural experiences, and social spam detection to improve the signal-to-noise ratio of our sentiment corpus. Our second line of work focuses on automatic topical clustering of tweets. Our aim is to group tweets into a number of clusters, with each cluster representing a meaningful topic, story, event or a reason behind a particular choice of sentiment. We explore various ways of tackling this challenge and propose a two-stage hierarchical topic modelling system that is efficient and effective in achieving our goal. Lastly, for our third line of work, we study the task of summarising tweets on common topics, with the goal to provide informative summaries for real-world events/stories or explanation underlying the sentiment expressed towards an issue/entity. As most existing tweet summarisation approaches rely on extractive methods, we propose to apply state-of-the-art neural abstractive summarisation model for tweets. We also tackle the challenge of cross-medium supervised summarisation with no target-medium training resources. To the best of our knowledge, there is no existing work on studying neural abstractive summarisation on tweets. In addition, we present a system for providing interactive visualisation of topic-entity sentiments and the corresponding summaries in chronological order. Throughout our work presented in this thesis, we conduct experiments to evaluate and verify the effectiveness of our proposed models, comparing to relevant baseline methods. Most of our evaluations are quantitative, however, we do perform qualitative analyses where it is appropriate. This thesis provides insights and findings that can be used for better understanding public opinion in social media

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment
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