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On Birthing Dancing Stars: The Need for Bounded Chaos in Information Interaction
While computers causing chaos is acommon social trope, nearly the entirety of the history of computing is dedicated to generating order. Typical interactive information retrieval tasks ask computers to support the traversal and exploration of large, complex information spaces. The implicit assumption is that they are to support users in simplifying the complexity (i.e. in creating order from chaos). But for some types of task, particularly those that involve the creative application or synthesis of knowledge or the creation of new knowledge, this assumption may be incorrect. It is increasingly evident that perfect order—and the systems we create with it—support highly-structured information tasks well, but provide poor support for less-structured tasks.We need digital information environments that help create a little more chaos from order to spark creative thinking and knowledge creation. This paper argues for the need for information systems that offerwhat we term ‘bounded chaos’, and offers research directions that may support the creation of such interface
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
Can geocomputation save urban simulation? Throw some agents into the mixture, simmer and wait ...
There are indications that the current generation of simulation models in practical,
operational uses has reached the limits of its usefulness under existing specifications.
The relative stasis in operational urban modeling contrasts with simulation efforts in
other disciplines, where techniques, theories, and ideas drawn from computation and
complexity studies are revitalizing the ways in which we conceptualize, understand,
and model real-world phenomena. Many of these concepts and methodologies are
applicable to operational urban systems simulation. Indeed, in many cases, ideas from
computation and complexity studies—often clustered under the collective term of
geocomputation, as they apply to geography—are ideally suited to the simulation of
urban dynamics. However, there exist several obstructions to their successful use in
operational urban geographic simulation, particularly as regards the capacity of these
methodologies to handle top-down dynamics in urban systems.
This paper presents a framework for developing a hybrid model for urban geographic
simulation and discusses some of the imposing barriers against innovation in this
field. The framework infuses approaches derived from geocomputation and
complexity with standard techniques that have been tried and tested in operational
land-use and transport simulation. Macro-scale dynamics that operate from the topdown
are handled by traditional land-use and transport models, while micro-scale
dynamics that work from the bottom-up are delegated to agent-based models and
cellular automata. The two methodologies are fused in a modular fashion using a
system of feedback mechanisms. As a proof-of-concept exercise, a micro-model of
residential location has been developed with a view to hybridization. The model
mixes cellular automata and multi-agent approaches and is formulated so as to
interface with meso-models at a higher scale
Integrating Multiple 3D Views through Frame-of-reference Interaction
Frame-of-reference interaction consists of a unified set of 3D interaction techniques for exploratory navigation of large virtual spaces in nonimmersive environments. It is based on a conceptual framework that considers navigation from a cognitive perspective, as a way of facilitating changes in user attention from one reference frame to another, rather than from the mechanical perspective of moving a camera between different points of interest. All of our techniques link multiple frames of reference in some meaningful way. Some techniques link multiple windows within a zooming environment while others allow seamless changes of user focus between static objects, moving objects, and groups of moving objects. We present our techniques as they are implemented in GeoZui3D, a geographic visualization system for ocean data
Towards Measuring Adversarial Twitter Interactions against Candidates in the US Midterm Elections
Adversarial interactions against politicians on social media such as Twitter
have significant impact on society. In particular they disrupt substantive
political discussions online, and may discourage people from seeking public
office. In this study, we measure the adversarial interactions against
candidates for the US House of Representatives during the run-up to the 2018 US
general election. We gather a new dataset consisting of 1.7 million tweets
involving candidates, one of the largest corpora focusing on political
discourse. We then develop a new technique for detecting tweets with toxic
content that are directed at any specific candidate.Such technique allows us to
more accurately quantify adversarial interactions towards political candidates.
Further, we introduce an algorithm to induce candidate-specific adversarial
terms to capture more nuanced adversarial interactions that previous techniques
may not consider toxic. Finally, we use these techniques to outline the breadth
of adversarial interactions seen in the election, including offensive
name-calling, threats of violence, posting discrediting information, attacks on
identity, and adversarial message repetition
Faith and Learning in the Reference Interview
The reference interview provides a number of opportunities for Christian librarians to model the integration of faith and learning. When conducting reference interviews, librarians may have the chance to: 1) show a willingness to go the extra mile, 2) provide users with tools for seeking information successfully, 3) discuss information ethics, 4) exhibit openness to different points of view, and 5) demonstrate commitment to seeing individuals as God does. Ultimately, the reference interview can be a means to demonstrate that the life of the mind and the life of the spirit can (and should) be inextricably intertwined for a Christian scholar
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