318 research outputs found

    Interoperability of semantics in news production

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    Hypertext Semiotics in the Commercialized Internet

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    Die Hypertext Theorie verwendet die selbe Terminologie, welche seit Jahrzehnten in der semiotischen Forschung untersucht wird, wie z.B. Zeichen, Text, Kommunikation, Code, Metapher, Paradigma, Syntax, usw. Aufbauend auf jenen Ergebnissen, welche in der Anwendung semiotischer Prinzipien und Methoden auf die Informatik erfolgreich waren, wie etwa Computer Semiotics, Computational Semiotics und Semiotic Interface Engineering, legt diese Dissertation einen systematischen Ansatz für all jene Forscher dar, die bereit sind, Hypertext aus einer semiotischen Perspektive zu betrachten. Durch die Verknüpfung existierender Hypertext-Modelle mit den Resultaten aus der Semiotik auf allen Sinnesebenen der textuellen, auditiven, visuellen, taktilen und geruchlichen Wahrnehmung skizziert der Autor Prolegomena einer Hypertext-Semiotik-Theorie, anstatt ein völlig neues Hypertext-Modell zu präsentieren. Eine Einführung in die Geschichte der Hypertexte, von ihrer Vorgeschichte bis zum heutigen Entwicklungsstand und den gegenwärtigen Entwicklungen im kommerzialisierten World Wide Web bilden den Rahmen für diesen Ansatz, welcher als Fundierung des Brückenschlages zwischen Mediensemiotik und Computer-Semiotik angesehen werden darf. Während Computer-Semiotiker wissen, dass der Computer eine semiotische Maschine ist und Experten der künstlichen Intelligenz-Forschung die Rolle der Semiotik in der Entwicklung der nächsten Hypertext-Generation betonen, bedient sich diese Arbeit einer breiteren methodologischen Basis. Dementsprechend reichen die Teilgebiete von Hypertextanwendungen, -paradigmen, und -strukturen, über Navigation, Web Design und Web Augmentation zu einem interdisziplinären Spektrum detaillierter Analysen, z.B. des Zeigeinstrumentes der Web Browser, des Klammeraffen-Zeichens und der sogenannten Emoticons. Die Bezeichnung ''Icon'' wird als unpassender Name für jene Bildchen, welche von der graphischen Benutzeroberfläche her bekannt sind und in Hypertexten eingesetzt werden, zurückgewiesen und diese Bildchen durch eine neue Generation mächtiger Graphic Link Markers ersetzt. Diese Ergebnisse werden im Kontext der Kommerzialisierung des Internet betrachtet. Neben der Identifizierung der Hauptprobleme des eCommerce aus der Perspektive der Hypertext Semiotik, widmet sich der Autor den Informationsgütern und den derzeitigen Hindernissen für die New Economy, wie etwa der restriktiven Gesetzeslage in Sachen Copyright und Intellectual Property. Diese anachronistischen Beschränkungen basieren auf der problematischen Annahme, dass auch der Informationswert durch die Knappheit bestimmt wird. Eine semiotische Analyse der iMarketing Techniken, wie z.B. Banner Werbung, Keywords und Link Injektion, sowie Exkurse über den Browser Krieg und den Toywar runden die Dissertation ab

    Casual Information Visualization on Exploring Spatiotemporal Data

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    The goal of this thesis is to study how the diverse data on the Web which are familiar to everyone can be visualized, and with a special consideration on their spatial and temporal information. We introduce novel approaches and visualization techniques dealing with different types of data contents: interactively browsing large amount of tags linking with geospace and time, navigating and locating spatiotemporal photos or videos in collections, and especially, providing visual supports for the exploration of diverse Web contents on arbitrary webpages in terms of augmented Web browsing

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Annotations of maps in collaborative work at a distance

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    This thesis inquires how map annotations can be used to sustain remote collaboration. Maps condense the interplay of space and communication, solving linguistic references by linking conversational content to the actual places to which it refers. This is a mechanism people are accustomed to. When we are face-to-face, we can point to things around us. However, at a distance, we need to recreate a context that can help disambiguate what we mean. A map can help recreate this context. However other technological solutions are required to allow deictic gestures over a shared map when collaborators are not co-located. This mechanism is here termed Explicit Referencing. Several systems that allow sharing maps annotations are reviewed critically. A taxonomy is then proposed to compare their features. Two filed experiments were conducted to investigate the production of collaborative annotations of maps with mobile devices, looking for the reasons why people might want to produce these notes and how they might do so. Both studies led to very disappointing results. The reasons for this failure are attributed to the lack of a critical mass of users (social network), the lack of useful content, and limited social awareness. More importantly, the study identified a compelling effect of the way messages were organized in the tested application, which caused participants to refrain from engaging in content-driven explorations and synchronous discussions. This last qualitative observation was refined in a controlled experiment where remote participants had to solve a problem collaboratively, using chat tools that differed in the way a user could relate an utterance to a shared map. Results indicated that team performance is improved by the Explicit Referencing mechanisms. However, when this is implemented in a way that is detrimental to the linearity of the conversation, resulting in the visual dispersion or scattering of messages, its use has negative consequences for collaborative work at a distance. Additionally, an analysis of the eye movements of the participants over the map helped to ascertain the interplay of deixis and gaze in collaboration. A primary relation was found between the pair's recurrence of eye movements and their task performance. Finally, this thesis presents an algorithm that detects misunderstandings in collaborative work at a distance. It analyses the movements of collaborators' eyes over the shared map, their utterances containing references to this workspace, and the availability of "remote" deictic gestures. The algorithm associates the distance between the gazes of the emitter and gazes of the receiver of a message with the probability that the recipient did not understand the message

    The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences

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    This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks

    Conceptual modeling of multimedia databases

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    The gap between the semantic content of multimedia data and its underlying physical representation is one of the main problems in the modern multimedia research in general, and, in particular, in the field of multimedia database modeling. We believe that one of the principal reasons of this problem is the attempt to conceptually represent multimedia data in a way, which is similar to its low-level representation by applications dealing with encoding standards, feature-based multimedia analysis, etc. In our opinion, such conceptual representation of multimedia contributes to the semantic gap by separating the representation of multimedia information from the representation of the universe of discourse of an application, to which the multimedia information pertains. In this research work we address the problem of conceptual modeling of multimedia data in a way to deal with the above-mentioned limitations. First, we introduce two different paradigms of conceptual understanding of the essence of multimedia data, namely: multimedia as data and multimedia as metadata. The multimedia as data paradigm, which views multimedia data as the subject of modeling in its own right, is inherent to so-called multimedia-centric applications, where multimedia information itself represents the main part of the universe of discourse. The examples of such kind of applications are digital photo collections or digital movie archives. On the other hand, the multimedia as metadata paradigm, which is inherent to so-called multimedia-enhanced applications, views multimedia data as just another (optional) source of information about whatever universe of discourse that the application pertains to. An example of a multimedia-enhanced application is a human-resource database augmented with employee photos. Here the universe of discourse is the totality of company employees, while their photos simply represent an additional (possibly optional) kind of information describing the universe of discourse. The multimedia conceptual modeling approach that we present in this work allows addressing multimedia-centric applications, as well as, in particular, multimedia-enhanced applications. The model that we propose builds upon MADS (Modeling Application Data with Spatio-temporal features), which is a rich conceptual model defined in our laboratory, and which is, in particular, characterized by structural completeness, spatio-temporal modeling capabilities, and multirepresentation support. The proposed multimedia model is provided in the form of a new modeling dimension of MADS, whose orthogonality principle allows to integrate the new multimedia modeling dimension with already existing modeling features of MADS. The following multimedia modeling constructs are provided: multimedia datatypes, simple and complex representational constraints (relationships), a multimedia partitioning mechanism, and multimedia multirepresentation features. Following the description of our conceptual multimedia modeling approach based on MADS, we present the peculiarities of logical multimedia modeling and of conceptual-to-logical inter-layer transformations. We provide a set of mapping guidelines intended to help the schema designer in coming up with rich logical multimedia document representations of the application domain, which conform with the conceptual multimedia schema. The practical interest of our research is illustrated by a mock-up application, which has been developed to support the theoretical ideas described in this work. In particular, we show how the abstract conceptual set-based representations of multimedia data elements, as well as simple and complex multimedia representational relationships can be implemented using Oracle DBMS

    Interdisciplining Digital Humanities: Boundary Work in an Emerging Field

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    The first book to test the claim that the emerging field of Digital Humanities is interdisciplinary and also examines the boundary work of establishing and sustaining a new field of stud

    Supporting Voice-Based Natural Language Interactions for Information Seeking Tasks of Various Complexity

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    Natural language interfaces have seen a steady increase in their popularity over the past decade leading to the ubiquity of digital assistants. Such digital assistants include voice activated assistants, such as Amazon's Alexa, as well as text-based chat bots that can substitute for a human assistant in business settings (e.g., call centers, retail / banking websites) and at home. The main advantages of such systems are their ease of use and - in the case of voice-activated systems - hands-free interaction. The majority of tasks undertaken by users of these commercially available voice-based digital assistants are simple in nature, where the responses of the agent are often determined using a rules-based approach. However, such systems have the potential to support users in completing more complex and involved tasks. In this dissertation, I describe experiments investigating user behaviours when interacting with natural language systems and how improvements in design of such systems can benefit the user experience. Currently available commercial systems tend to be designed in a way to mimic superficial characteristics of a human-to-human conversation. However, the interaction with a digital assistant differs significantly from the interaction between two people, partly due to limitations of the underlying technology such as automatic speech recognition and natural language understanding. As computing technology evolves, it may make interactions with digital assistants resemble those between humans. The first part of this thesis explores how users will perceive the systems that are capable of human-level interaction, how users will behave while communicating with such systems, and new opportunities that may be opened by that behaviour. Even in the absence of the technology that allows digital assistants to perform on a human level, the digital assistants that are widely adopted by people around the world are found to be beneficial for a number of use-cases. The second part of this thesis describes user studies aiming at enhancing the functionality of digital assistants using the existing level of technology. In particular, chapter 6 focuses on expanding the amount of information a digital assistant is able to deliver using a voice-only channel, and chapter 7 explores how expanded capabilities of voice-based digital assistants would benefit people with visual impairments. The experiments presented throughout this dissertation produce a set of design guidelines for existing as well as potential future digital assistants. Experiments described in chapters 4, 6, and 7 focus on supporting the task of finding information online, while chapter 5 considers a case of guiding a user through a culinary recipe. The design recommendations provided by this thesis can be generalised in four categories: how naturally a user can communicate their thoughts to the system, how understandable the system's responses are to the user, how flexible the system's parameters are, and how diverse the information delivered by the system is
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