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Session details: News Recommendations and Closing Keynote 会议细节:新闻推荐和闭幕主题演讲
Pub Date : 2021-10-05 DOI: 10.1145/3490507
J. Rubart
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引用次数: 0
Session details: Gamified Systems and Historical Demo 会议细节:游戏化系统和历史演示
Pub Date : 2021-10-05 DOI: 10.1145/3490506
Claus Atzenbeck
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引用次数: 0
Session details: Opening Keynote 会议详情:开幕主题演讲
Pub Date : 2021-08-30 DOI: 10.1145/3159450.3247814
Claus Atzenbeck
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引用次数: 0
A User Centered News Recommendation System 以用户为中心的新闻推荐系统
Pub Date : 2021-08-30 DOI: 10.1145/3468143.3483931
Rania Islambouli, Sandy Ingram, D. Gillet
Spending an uncontrolled quantity and quality of time on digital information sites is affecting our well-being and can lead to serious problems in the long term. In this paper, we present a sequential recommendation framework that uses deep reinforcement learning to capture the users' short and long-term interests, with a proposed use case of blending social news with recommended micro-learning informative news items that can help users derive useful outcomes out of their presence online.
在数字信息网站上花费不受控制的时间数量和质量正在影响我们的健康,并可能导致长期的严重问题。在本文中,我们提出了一个顺序推荐框架,该框架使用深度强化学习来捕获用户的短期和长期兴趣,并提出了一个将社会新闻与推荐的微学习信息新闻项目混合的用例,这可以帮助用户从他们的在线存在中获得有用的结果。
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引用次数: 2
Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext 用空间超文本增强的事件风暴建模游戏化系统
Pub Date : 2021-08-30 DOI: 10.1145/3468143.3483927
Valentin Grimm, J. Rubart
Gamification is a widely used way of increasing motivation and fun in the use of systems that are not games. By outlining critical aspects in developing gamified systems, we adapted the modelling technique event storming in the context of a special case study where a gamified, collaborative platform was developed. For this purpose, the relationship of event storming and spatial hypertext has been worked out and an event storming extension has been introduced based on spatial hypertext principles. With respect to the case study and further insights in the academic context, we discuss how the emerging nature of event storming could benefit from a specialized spatial hypertext tool.
游戏化是一种广泛使用的方法,通过使用非游戏的系统来增加动机和乐趣。通过概述开发游戏化系统的关键方面,我们在开发游戏化协作平台的特殊案例研究背景下调整了建模技术事件风暴。为此,研究了事件风暴与空间超文本的关系,并引入了基于空间超文本原理的事件风暴扩展。关于案例研究和学术背景下的进一步见解,我们讨论了事件风暴的新兴性质如何从专门的空间超文本工具中受益。
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引用次数: 0
Don't Dream It, See It: A Live Demo of The Microcosm Hypertext System 不要做梦,看到它:微观世界超文本系统的现场演示
Pub Date : 2021-08-30 DOI: 10.1145/3468143.3483930
Mark W. R. Anderson
Here we revisit hypertexts as found before the Web became its current established form. One such system from that time is 'Microcosm', which was initially developed at the University of Southampton in UK from the late-1980s to the late-1990s. Microcosm grew out of experiments with videodisc technology and Hypercard by Southampton's Multimedia Research Group, under Wendy Hall. This work was part of the challenge of creating an interactive digital version of the Mountbatten Archive [17] that the University had recently acquired. By 1988, that earlier work had grown into the 'Microcosm' hypertext system in 1988 [15, p.xiii]. The first formal technical description came in a publication at ECHT'90 [9], whilst the results of teaching using Microcosm were reported on the next year [14]. The original system ran as a discrete app on the Windows OS and was not networked. Although the latter had been an original design intent [15, p.133] limitations of the erstwhile Windows platform meant the networked aspects could not be implemented [15, p.139]. An interesting feature of Microcosm was that it offered ways to hook into the window tool bars of then-current MS Office, to assist with the creation of links (though copies of the code for these extensions have yet to be re-discovered). As well as providing a means to view data via hypertext links, Microcosm allowed its users to make discrete data 'applications'. That might be a teaching course or a company knowledge base. Once authored, an application could be distributed for use by any user with a Microcosm installation. The client could install multiple applications for different, discrete, use. Despite constraints on early networking plans, the Microcosm team were active in the Open Hypertext System concept (ECHT'92[6], ECHT'94[7]). Such ideas offered the potential for sharing information between different hypertext systems, as use across different systems as opposed to sharing between same system clients was a general limitation at that time. From its initial academic beginnings, the program was spun out from the University into a commercial company (Multicosm Ltd), which sold the program to both public and private sector clients as well as for academic use. The most complete coverage of Microcosm's story is in the 1996 book Rethinking Hypermedia: The Microcosm Approach [15], written when Microcosm was still an active product. A new, Microcosm 'TNG', version was proposed [10] [15, p.154] but whilst the company continued on with other products, work on the Microcosm program ceased towards the end of the 1990s. That last part of the story is, as yet, undocumented. Now some 25 years later, the most interesting aspects for today's viewer are Microcosm's linkbase stack and its ability to link into video at a time stamp, something unusual at that time. As was common in full hypertext systems pre-Web, Microcosm stored its links externally in a link base and not in the content. Microcosm leveraged that architecture
在这里,我们回顾一下在Web成为目前的既定形式之前发现的超文本。当时的一个这样的系统是“微观世界”,它最初是在英国南安普敦大学从1980年代末到1990年代末开发的。microcosmos是由南安普顿多媒体研究小组温迪·霍尔领导的视频光盘技术和Hypercard实验发展而来的。这项工作是创建一个交互式数字版本的蒙巴顿档案[17]的挑战的一部分,该大学最近获得了。到1988年,早期的工作已经发展成为1988年的“微观世界”超文本系统[15,p.xiii]。第一个正式的技术描述出现在ECHT'90的出版物中[9],而使用microcosmos的教学结果在第二年被报道[14]。最初的系统作为一个独立的应用程序在Windows操作系统上运行,并且没有联网。尽管后者是最初的设计意图[15,第133页],但过去Windows平台的限制意味着网络方面无法实现[15,第139页]。microcosmos的一个有趣的特性是,它提供了与当时的MS Office的窗口工具栏挂钩的方法,以帮助创建链接(尽管这些扩展的代码副本尚未被重新发现)。除了提供一种通过超文本链接查看数据的方法外,Microcosm还允许其用户制作离散的数据“应用程序”。这可能是一门教学课程或一个公司知识库。一旦编写完成,应用程序就可以分发给安装了microcosmos的任何用户使用。客户端可以为不同的、离散的用途安装多个应用程序。尽管受到早期网络计划的限制,microcosmos团队仍积极参与开放超文本系统概念(ECHT'92[6], ECHT'94[7])。这些想法提供了在不同的超文本系统之间共享信息的可能性,因为在不同的系统之间使用信息,而不是在相同的系统客户机之间共享信息,这在当时是一个普遍的限制。从最初的学术开始,该计划从大学分拆出来成为一家商业公司(multicosmos Ltd),该公司将该计划出售给公共和私营部门客户以及学术用途。1996年出版的《反思超媒体:微观世界方法》(Rethinking Hypermedia: The microcosmos Approach)一书对微观世界的故事进行了最全面的报道[15],这本书是在微观世界仍然是一个活跃的产品时写成的。一个新的,microcosmos 'TNG',版本被提出[10][15,第154页],但当公司继续与其他产品,microcosmos程序的工作在20世纪90年代末停止了。到目前为止,故事的最后一部分是没有记录的。25年后的今天,对于今天的观众来说,最有趣的方面是microcosmos的链接库堆栈和它在时间戳上链接到视频的能力,这在当时是不寻常的。正如在web之前的完整超文本系统中常见的那样,microcosmos将其链接存储在外部的链接库中,而不是内容中。microcosmos通过提供附加许多离散链接基的能力来利用这种架构,这些链接基包括有意编写的链接或从选定的文本生成经过计算的链接。通过调整堆栈中链接库的顺序,用户体验可以改变活动应用程序响应的方式。与此同时,在一个正在运行的视频的离散区域上定义链接目标的能力现在看起来似乎微不足道,但在当时并不是一个常见的功能,这反映了项目的多媒体根源。
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引用次数: 0
Still Crazy After All These Years. 60 Years of Hypertext and Counting? 超文本和计数60年了,还在疯狂吗?
Pub Date : 2021-08-30 DOI: 10.1145/3468143.3483928
Matthias Müller-Prove
This year marks the 30th anniversary of the World Wide Web. But the notion of hypertext as a form of non-sequential writing dates back to the early 1960s. Hypertext and hypermedia systems as useful tools for creative thought have almost been forgotten along with several other flavors of pioneering systems. Even the Web went through several stages from a cross-platform information medium, to e-commerce, to Web 2.0, to the mobile Web, to the so-called Social Networks. Today, several trending online platforms are successful despite the fact that they are mobile-only or even app-only without providing decent cross-linking mechanisms to content on other servers. According to business goals it seems to be mandatory to make users spend as much time as possible on their own pages and let them swipe through endless content streams. The keynote will present some of the lost cyberspaces to revive the original motivation for future development. The urgent and complex problems of the world can only be tackled collectively with a powerful, and connected online medium for personal benefit and collective commons.
今年是万维网诞生30周年。但是超文本作为一种非顺序书写形式的概念可以追溯到20世纪60年代早期。超文本和超媒体系统作为创造性思维的有用工具,与其他几种先锋系统一样,几乎被遗忘了。甚至网络也经历了几个阶段,从跨平台的信息媒介,到电子商务,到Web 2.0,到移动网络,再到所谓的社交网络。如今,一些热门在线平台取得了成功,尽管它们仅限移动设备,甚至仅限应用程序,但却没有提供与其他服务器上内容的良好交叉链接机制。根据商业目标,让用户在自己的页面上花费尽可能多的时间,让他们浏览无穷无尽的内容流似乎是强制性的。主题演讲将介绍一些丢失的网络空间,以恢复未来发展的原始动力。世界上紧迫而复杂的问题只能通过一个强大的、相互联系的在线媒体来集体解决,以实现个人利益和集体利益。
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引用次数: 0
Storyspace
Pub Date : 1991-07-02 DOI: 10.1145/3468143.3483929
M. Bernstein
Storyspace, introduced at the first ACM Workshop on Hypertext in 1987, was developed as a hypertext system for exploring creative writing and for writing instruction. Uniquely among systems of that era, Storyspace continues in use today, and Storyspace documents remain conveniently accessible. The technical and theoretical forces that shaped Storyspace continue to be interesting today.
故事空间,在1987年的第一届ACM超文本研讨会上被介绍,是作为一个探索创造性写作和写作指导的超文本系统而开发的。在那个时代的系统中,独特的是,故事空间在今天继续使用,并且故事空间文档仍然可以方便地访问。塑造故事空间的技术和理论力量在今天仍然很有趣。
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引用次数: 1
期刊
Proceedings of the 4th Workshop on Human Factors in Hypertext
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