18,933 research outputs found

    Electronic Locator of Vertical Interval Successions (ELVIS): The first large data-driven research project on musical style

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    The ELVIS project had three locally based teams (in Canada, at McGill, in Scotland, at Aberdeen, and in New England, USA, divided between MIT, the lead, and Yale), each of which focused on a different aspect of the overall research program: using computers to understand musical style. The central unifying concept of the ELVIS project was to study counterpoint: the way combinations of voices in polyphonic music (e.g. the soprano and bass voices in a hymn, or the viola and cello in a string quartet, as well as combinations of more than two voices) interact: i.e. what are the permissible vertical intervals (notes from two voices sounding at the same time) for a particular period, genre, or style. These vertical intervals, connected by melodic motions in individual voices, constitute Vertical Interval Successions. In more modern terms, this could be described as harmonic progressions of chords, but what made ELVIS particularly flexible was its ability to bridge the gap to earlier, contrapuntally-conceived music by using the diad (a two-note combination) rather than the triad (a combination of three notes in particular arrangements) as a basis (since triads and beyond may be expressed as sums of diads)

    Instructional strategies and tactics for the design of introductory computer programming courses in high school

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    This article offers an examination of instructional strategies and tactics for the design of introductory computer programming courses in high school. We distinguish the Expert, Spiral and Reading approach as groups of instructional strategies that mainly differ in their general design plan to control students' processing load. In order, they emphasize topdown program design, incremental learning, and program modification and amplification. In contrast, tactics are specific design plans that prescribe methods to reach desired learning outcomes under given circumstances. Based on ACT* (Anderson, 1983) and relevant research, we distinguish between declarative and procedural instruction and present six tactics which can be used both to design courses and to evaluate strategies. Three tactics for declarative instruction involve concrete computer models, programming plans and design diagrams; three tactics for procedural instruction involve worked-out examples, practice of basic cognitive skills and task variation. In our evaluation of groups of instructional strategies, the Reading approach has been found to be superior to the Expert and Spiral approaches

    Tourette Syndrome Research Highlights from 2017 [version 1; referees: 3 approved]

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    This is the fourth yearly article in the Tourette Syndrome Research Highlights series, summarizing research from 2017 relevant to Tourette syndrome and other tic disorders. The authors briefly summarize reports they consider most important or interesting. The highlights from 2018 article is being drafted on the Authorea online authoring platform, and readers are encouraged to add references or give feedback on our selections using the comments feature on that page. After the calendar year ends, the article is submitted as the annual update for the Tics collection on F1000Research

    A natural language interface to databases

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    The development of a Natural Language Interface which is semantic-based and uses Conceptual Dependency representation is presented. The system was developed using Lisp and currently runs on a Symbolics Lisp machine. A key point is that the parser handles morphological analysis, which expands its capabilities of understanding more words

    Integration of psychological models in the design of artificial creatures

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    Artificial creatures form an increasingly important component of interactive computer games. Examples of such creatures exist which can interact with each other and the game player and learn from their experiences. However, we argue, the design of the underlying architecture and algorithms has to a large extent overlooked knowledge from psychology and cognitive sciences. We explore the integration of observations from studies of motivational systems and emotional behaviour into the design of artificial creatures. An initial implementation of our ideas using the “sim agent” toolkit illustrates that physiological models can be used as the basis for creatures with animal like behaviour attributes. The current aim of this research is to increase the “realism” of artificial creatures in interactive game-play, but it may have wider implications for the development of AI

    Ways of not reading Gertrude Stein

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    I situate the controversial critical strategies of “distant reading” and “surface reading” in the reception history of Gertrude Stein, an author whose work was frequently declared “unreadable.” I argue that an early twentieth-century history of compromised forms of reading, including women’s reading and information work, subtends both the technology with which distant reading may be carried out and the ways in which an author’s work comes to be understood as a “corpus.
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