41 research outputs found

    Analyzing Temporalities in Parliamentary Speech about Ideologies Using Dependency Parsed Data

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    Publisher Copyright: © 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)The temporal aspects of politics have been discussed extensively by political theorists, but have not been explored using grammatically parsed textual datasets. This paper explores the ways in which future, present and past are projected and referred to in speeches in the Finnish parliament that talk about ideologies. Ideologies are crucial categories of thinking about the political past and future and therefore serve as a case in which temporality is expressed in a variety of ways. We use a dataset drawn from Finnish parliamentary records from 1980 to 2021 and operationalize morpho-syntactic information on clause structures and grammatical tense system to explore the different temporal profiles of ideologies. We show how some isms, like communism and fascism, are much more likely to appear in the context of the past, whereas others, like capitalism and racism, tend to appear in the present tense. We further develop a framework for analyzing temporality based on clause structures and grammatical tense and relate that to how the study of politics has approached time in parliamentary speaking.Peer reviewe

    Blending in Hybrid Games: Understanding Hybrid Games Through Experience

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    acceptedVersionPeer reviewe

    Using parsed and annotated corpora to analyze parliamentarians' talk in Finland

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    We present a search system for grammatically analyzed corpora of Finnish parliamentary records and interviews with former parliamentarians, annotated with metadata of talk structure and involved parliamentarians, and discuss their use through carefully chosen digital humanities case studies. We first introduce the construction, contents, and principles of use of the corpora. Then we discuss the application of the search system and the corpora to study how politicians talk about power, how ideological terms are used in political speech, and how to identify narratives in the data. All case studies stem from questions in the humanities and the social sciences, but rely on the grammatically parsed corpora in both identifying and quantifying passages of interest. Finally, the paper discusses the role of natural language processing methods for questions in the (digital) humanities. It makes the claim that a digital humanities inquiry of parliamentary speech and interviews with politicians cannot only rely on computational humanities modeling, but needs to accommodate a range of perspectives starting with simple searches, quantitative exploration, and ending with modeling. Furthermore, the digital humanities need a more thorough discussion about how the utilization of tools from information science and technologies alter the research questions posed in the humanities.Peer reviewe

    Analyzing Temporalities in Parliamentary Speech about Ideologies Using Dependency Parsed Data

    Get PDF
    The temporal aspects of politics have been discussed extensively by political theorists, but have not been explored using grammatically parsed textual datasets. This paper explores the ways in which future, present and past are projected and referred to in speeches in the Finnish parliament that talk about ideologies. Ideologies are crucial categories of thinking about the political past and future and therefore serve as a case in which temporality is expressed in a variety of ways. We use a dataset drawn from Finnish parliamentary records from 1980 to 2021 and operationalize morpho-syntactic information on clause structures and grammatical tense system to explore the different temporal profiles of ideologies. We show how some isms, like communism and fascism, are much more likely to appear in the context of the past, whereas others, like capitalism and racism, tend to appear in the present tense. We further develop a framework for analyzing temporality based on clause structures and grammatical tense and relate that to how the study of politics has approached time in parliamentary speaking.publishedVersionPeer reviewe

    Hybrid Playful Experiences : Playing between Material and Digital - Hybridex Project, Final Report

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    Some of the future’s most important product innovations will be made at the borderline of physical and immaterial realities. New technologies enable development where immaterial products become materialized in novel ways, while material products and environment will be augmented with digital services. In this evolution immaterial, digital services will form multifaceted value networks with material products. The creative and playful design solutions and user cultures will form the basis for the utilization of these novel potentials in design of innovative and engaging experiences

    Suoritettavat formaalit spesifikaatiot pelikehityksessä: suunnittelu, validointi ja evoluutio

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    Suoritettavat formaalit spesifikaatiot pelikehityksessä: suunnittelu, validointi ja evoluutio Digitaalisten pelien merkitys on nykyään valtava sekä viihteenä että taloudellisesti. Pelit voivat olla hyvin monimutkaisia, joka tekee pelin kehityksestä ja suunnittelusta haastavaa. Monimutkaisuus ilmenee varsinkin peleissä, jotka tukevat samanaikaisesti useita pelaajia ja peleissä, jotka voivat muuttua vielä julkaisun jälkeen. Tässä tutkimuksessa ratkaistaan monimutkaisuuden hallintaa formaalien spesifikaatioiden avulla. Formaaleja spesifikaatioita voidaan käyttää pelien käyttäytymisen mallintamiseen tiiviisti korkealla tasolla. Toiminnallisuuden spesifiointi voidaan näin suorittaa huomattavasti nopeammin kuin mitä itse pelin toteuttamiseen menisi. Tutkimuksessa esitetyt ratkaisut mahdollistavat mahdollisten pelitilanteiden simuloimisen todennäköisyyksien avulla koko pelikehitysprosessin aikana varhaisesta suunnitteluvaiheesta pelin julkaisun jälkeisiin muutoksiin. Formaaleja menetelmiä hyödyntävän pelikehitysprosessin tarkoitus on tuottaa parempilaatuisia pelejä ja vähentää ongelmia pelin kehityksen aikana.Games provide players with enjoyment, escapism, unique experiences and even a way to socialise. Software based games played on electronic devices such as computers and games consoles are a huge business that is still growing. New games are continually developed as demand for these digital games is high. Digital games are often complex and have high requirements for quality. The complexity is especially apparent in complex multiplayer games and games that are constantly evolving. This complexity can be problematic in various stages of development. For example, understanding if a design of a game works as intended can be difficult. Managing changes that need to be made to a game during its lifetime, even after its initial release, is also challenging from both a design and an implementation standpoint. In this thesis these problems are addressed by presenting a method of utilising formal methods for simulations of game designs as a way of development, communication, documentation and design. Formal methods are methods that aim to help developers create better software through the usage of tools and notations based on formal syntax and semantics. A specific sub-area of formal methods, namely executable formal specifications, was chosen as a starting point. This is because the executability of the specification makes it possible to simulate game progression which can be used to understand and communicate the design of a game better. The DisCo methodology and language are an implementation of executable formal specifications and feature an action based execution model. This toolset and language was modified and extended to make it more suitable to game development based on findings made in a series of case studies. In the case studies, specifications are created based on two existing games and one new design. The case studies also lead to discoveries in what features a methodology and tool for formal specifications in a game development process requires. Formal methods can be applied fairly naturally in game design. Because games are defined with rules, and due to the complexity of many games, methods are needed to manage that complexity. Action-based, executable methods fit especially well. Game development can benefit from formal methods if the methodology and tools are easy to use and the methodology incorporates properties, such as probabilities, deemed to be important for game specifications. The benefits apply to the whole development cycle of a game. A development process which includes formal methods can result in less problems during development and games of better quality
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