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Ravi: A formal framework for authoring interactive narratives Ravi:创作互动叙事的正式框架
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2024-05-22 DOI: 10.1080/13614568.2024.2339501
Saeed Amiri-Chimeh, Hassan Haghighi, Mojtaba Vahidi-Asl
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引用次数: 0
Sourcing public policy: organisation publishing in Wikipedia 公共政策的来源:维基百科中的组织出版
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2024-05-20 DOI: 10.1080/13614568.2024.2343845
Amanda Lawrence, Brigid van Wanrooy
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引用次数: 0
Mental health prediction from social media connections 从社交媒体联系中预测心理健康
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2024-04-29 DOI: 10.1080/13614568.2024.2346227
Rafael Lage de Oliveira, Joāo Trevisan Martins, Ivandré Paraboni
The relation between mental health and the language employed by social media users has been the focus of a wide range of studies in Natural Language Processing and related fields intended to predic...
心理健康与社交媒体用户所使用的语言之间的关系一直是自然语言处理和相关领域广泛研究的重点,这些研究旨在预测心理健康与社交媒体用户所使用的语言之间的关系。
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引用次数: 0
My stunning angel: endearment terms as strategies of gender identity construction in Facebook picture uploads in Nigeria 我的绝色天使:作为性别身份建构策略的爱称在尼日利亚 Facebook 图片上传中的应用
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2024-03-13 DOI: 10.1080/13614568.2024.2328837
Romanus Aboh, Eyo Mensah, Idom Inyabri, Lucy Ushuple
This study investigates the language features deployed in the production and reproduction of gendered identities on social media with a particular focus on Facebook picture uploads. The data compri...
本研究调查了社交媒体上生成和再现性别身份时所使用的语言特点,尤其侧重于 Facebook 上传的图片。这些数据包括...
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引用次数: 0
Reading hypertextuality: a critical reading of Dictionary of the Khazars (1984) 阅读超文本性:对《哈扎尔人的字典》(1984)的批判性解读
4区 计算机科学 Q2 Engineering Pub Date : 2023-09-14 DOI: 10.1080/13614568.2023.2258848
Jobson Joshwa
ABSTRACTThe discursive imaginings around reading and writing have undergone radical changes in recent decades. Hypertextuality is one such concept that came to inhabit the new topos of literariness. However, hypertextuality has been conceived as inextricably bound to digital technology, not accounting for the new iterations of intertextuality, non-linearity and multivocality offered by print proto hypertexts. Print proto-hypertexts have proven that it is possible to tinker with the narrative’s logical, spatial and temporal organisation with ingenuity and without being rendered incomprehensible. Milorad Pavić’s Dictionary of the Khazars (1984) is a brilliant example of a print hypertext. Self-reflective on its hypertextuality and corporeality, the novel, in a way, also actualised the post-structural conceptualisation of an “open” text that is not circumscribed by the medium. This article uses Barthesian conceptualisation of writerly and readerly texts to argue that the print hypertexts presaged and even surpassed the digital reimaginings of textuality.KEYWORDS: Hypertexttextualitywriterly textreaderly text Disclosure statementNo potential conflict of interest was reported by the author(s).
摘要近几十年来,围绕阅读和写作的话语想象发生了根本性的变化。超文本性就是这样一个概念,它出现在文学性的新主题中。然而,超文本性一直被认为与数字技术有着千丝万缕的联系,而没有考虑到印刷原型超文本所提供的互文性、非线性和多声性的新迭代。印刷的原始超文本已经证明,有可能巧妙地修补叙事的逻辑、空间和时间组织,而不会被渲染得难以理解。米洛拉德·帕维奇的《哈扎尔人词典》(1984)是印刷超文本的杰出范例。小说对其超文本性和肉体性的自我反思,在某种程度上也实现了一种不受媒介限制的“开放”文本的后结构概念化。本文运用巴塞斯对书写文本和读者文本的概念,论证了印刷超文本预示甚至超越了文本的数字化再想象。披露声明作者未报告有潜在的利益冲突。
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引用次数: 0
Perceptions of social media users to government regulations and measures during COVID-19 pandemic in Jordan: a qualitative study 约旦新冠肺炎大流行期间社交媒体用户对政府法规和措施的认知:一项定性研究
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2023-04-03 DOI: 10.1080/13614568.2023.2246423
A. Alsswey, Malakeh. Z. Malak, F. El-Qirem
ABSTRACT During the COVID-19 pandemic, social media played an important role in disseminating information and procedures for dealing with this pandemic, however, there is a lack of studies investigating the perceptions of social media users concerning the regulations and measures issued by authorities to encounter and cope with the COVID-19 pandemic, which was exceptional at that time. Therefore, this study purposed to explore the perceptions of social media users about the regulations and instructions of the authorities’ measures in times of the COVID-19 pandemic in Jordan. A qualitative method including thematic analysis and content analysis was adopted to evaluate social media posts, which involved the text and images found in these posts during the period from March 2020 to June 2020. Three social media websites were included in the study, namely Facebook, Snapchat, and Twitter. Five themes were extracted from 317 posts, including COVID-19 is a bubble economy, COVID-19 is a political game, health-related information about COVID-19 and safety precautions, COVID-19 regulations influenced personal restrictions and freedom confiscation, and COVID-19 is a financial burden. Thus, this study may provide recommendations for policy-makers to develop campaigns and activities based on people’s perspectives and design the appropriate health and economic promotions and interventions.
摘要在新冠肺炎大流行期间,社交媒体在传播应对这一流行病的信息和程序方面发挥了重要作用,但缺乏研究调查社交媒体用户对当局为应对和应对新冠肺炎大流行而发布的法规和措施的看法,这在当时是例外的。因此,本研究旨在探讨社交媒体用户对约旦新冠肺炎大流行期间当局措施的规定和指示的看法。采用包括主题分析和内容分析在内的定性方法来评估社交媒体帖子,其中包括2020年3月至2020年6月期间在这些帖子中发现的文本和图像。研究中包括三个社交媒体网站,即Facebook、Snapchat和Twitter。从317篇帖子中提取了五个主题,包括新冠肺炎是泡沫经济,新冠肺炎是政治游戏,关于新冠肺炎和安全预防措施的健康相关信息,新冠肺炎法规影响了个人限制和自由没收,新冠肺炎是经济负担。因此,这项研究可以为决策者提供建议,根据人们的观点开展运动和活动,并设计适当的健康和经济宣传和干预措施。
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引用次数: 0
EGT-Moodle: an educational game theoretic mechanism in Moodle to establish an efficient online peer-learning environment EGT-Moodle: Moodle中的教育博弈论机制,旨在建立一个高效的在线同伴学习环境
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2023-04-03 DOI: 10.1080/13614568.2023.2228249
S. F. Noorani
ABSTRACT Peer learning is the method of students learning with and from each other. However, it is not completely developed or studied in online and blended higher education. In this paper, an Educational Game Theory method called EGT-Moodle is proposed to establish a peer learning in an online-learning environment. This method is implemented in Moodle (an open-source learning management system) environment. The method is a quasi-experimental study with a post-test design consisting of the experimental and control groups. A total of 152 students of the Discrete Mathematics course in computer engineering constitute the experimental and control groups randomly at 76. The Mann–Whitney two-independent group is applied to compare the post-tests of the subject groups. The result indicates that there is a significant difference (U = 1319, p = .000) between post-tests for the experimental group compared to the control which indicates the positive effect of EGT-Moodle on learning enhancement.
同伴学习是学生相互学习的一种方法。然而,它并没有在在线和混合高等教育中得到完全的发展和研究。本文提出了一种名为EGT-Moodle的教育博弈论方法来建立在线学习环境中的同伴学习。该方法在Moodle(一个开源的学习管理系统)环境中实现。该方法为准实验研究,后测设计分为实验组和对照组。计算机工程离散数学课程的152名学生随机分为实验组和对照组,每组76人。采用曼-惠特尼双独立组来比较被试组的后测结果。结果表明,实验组与对照组的后测差异显著(U = 1319, p = .000),表明EGT-Moodle对学习增强有积极作用。
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引用次数: 0
Spatial self-efficacy and spatial ability: an analysis of their relationship 空间自我效能感与空间能力的关系分析
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2023-04-03 DOI: 10.1080/13614568.2023.2248057
Parviz Safadel, David R. White, Atina Kia
ABSTRACT This pilot study examined the relationship between spatial self-efficacy and spatial ability in mentally rotating 3D objects while also considering the effects of gender and major. A sample of undergraduate and graduate students from a southwestern university was recruited, and their spatial self-efficacy and spatial ability were assessed using an adapted and improved spatial self-efficacy scale and a previously validated spatial ability scale. A linear regression analysis was conducted to investigate the relationship between spatial self-efficacy and spatial ability and to determine the effects of gender and major on this relationship. The results showed a significant positive relationship between spatial self-efficacy and spatial ability. However, when gender and major were considered, the individual predictors did not reach statistical significance. This study provides insights into the relationships between spatial self-efficacy, spatial ability, and the potential influences of gender and major in the context of mentally rotating 3D objects, utilising an adapted and improved spatial self-efficacy scale.
摘要本初步研究考察了心理旋转三维物体空间自我效能感与空间能力的关系,同时考虑了性别和专业的影响。以西南某高校本科生和研究生为研究对象,采用改进后的空间自我效能量表和已验证的空间能力量表对其空间自我效能感和空间能力进行了评估。通过线性回归分析空间自我效能感与空间能力的关系,以及性别和专业对这一关系的影响。结果表明,空间自我效能感与空间能力呈显著正相关。然而,当考虑性别和专业时,个体预测因子没有达到统计学意义。本研究采用改进后的空间自我效能量表,对心理旋转三维物体背景下空间自我效能、空间能力以及性别和专业的潜在影响之间的关系进行了深入研究。
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引用次数: 0
Breaking the routine: spatial hypertext concepts for active decision making in recommender systems 打破常规:推荐系统中用于主动决策的空间超文本概念
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2023-01-02 DOI: 10.1080/13614568.2023.2170474
Claus Atzenbeck, E. Herder, Daniel Roßner
ABSTRACT Recommender Systems are omnipresent in our digital life. Most notably, various media platforms guide us in selecting videos, but recommender systems are also used for more serious goals, such as news selection, political orientation and work decisions. As argued in this survey and position article, the paradigm of recommendation-based feeds has changed user behaviour from active decision making to rather passively following recommendations and accepting possibly suboptimal choices that are deemed “good enough”. We provide a historic overview of media selection, discuss assumptions and goals of recommender systems and identify their shortcomings, based on existing literature. Then, the perspective changes to hypertext as a paradigm for structuring information and active decision making. To illustrate the relevance and importance of active decision making, we present a use case in the field of TV or media selection and (as a proof of concept) carried over to another application domain: maintenance in industry. In the discussion section, we focus on categorising these actions on a spectrum of “system-1” (fast and automated) tasks and “system-2” (critical thinking) tasks. Further, we argue how users can profit from tools that combine active (spatial) structuring and categorising with automatic recommendations, for professional tasks as well as private, leisure activities.
推荐系统在我们的数字生活中无处不在。最值得注意的是,各种媒体平台指导我们选择视频,但推荐系统也用于更严肃的目标,如新闻选择,政治取向和工作决策。正如在这篇调查和立场文章中所讨论的,基于推荐的信息源模式已经改变了用户的行为,从主动决策到被动地听从建议,并接受可能不是最优的选择,但被认为“足够好”。我们提供了媒体选择的历史概述,讨论推荐系统的假设和目标,并根据现有文献确定其缺点。然后,视角转变为超文本作为构建信息和主动决策的范式。为了说明主动决策的相关性和重要性,我们在电视或媒体选择领域提出了一个用例,并(作为概念证明)转移到另一个应用领域:工业维护。在讨论部分,我们将重点放在“系统-1”(快速和自动化)任务和“系统-2”(批判性思维)任务的范围内对这些操作进行分类。此外,我们还讨论了用户如何从将主动(空间)结构和分类与自动推荐相结合的工具中获利,这些工具既适用于专业任务,也适用于私人休闲活动。
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引用次数: 4
Open and commercial tools to generate a digital interactive story in journalism: systematic review and features analysis 在新闻中生成数字互动故事的开放和商业工具:系统审查和特征分析
IF 1.2 4区 计算机科学 Q2 Engineering Pub Date : 2023-01-02 DOI: 10.1080/13614568.2023.2175041
Iván Otero-González, J. Vázquez-Herrero
ABSTRACT The constant technological advances are transferred to the area of journalism with significant contributions to the production of innovative formats adapted to the multimedia, interactive and multiplatform scenario. Since interactive narrative journalism is one of the trends of digital journalism, it is necessary to approach the offer of services that facilitate the journalistic creation of dynamic and interactive journalistic contents. The main objective is to analyze web programs and applications for the creation and publication of interactive digital narratives. Based on the PRISMA systematic review methodology, a total of 15 programs and web applications were identified after reading 28 articles and examination of 54 webpages with value in interactive digital journalism. Five are open-source applications, which invite the community to continue developing improvements that make these tools innovative and adaptable to future changes. Our study reveals the highly valued functionalities, such as the capacity for data analysis and teamwork, among others that allow the integration of 360° multimedia, the management of the interaction map, the preview in different output formats, such as tablet or mobile. However, there is a lack of journalistic roles in these tools that let them coordinate and optimise the publication process to produce the final news.
不断的技术进步被转移到新闻领域,为适应多媒体,互动和多平台场景的创新格式的生产做出了重大贡献。由于互动叙事新闻是数字新闻的趋势之一,因此有必要提供促进动态和互动新闻内容的新闻创作的服务。主要目的是分析网络程序和应用程序的创作和交互式数字叙事的出版。基于PRISMA系统评估方法,在阅读了28篇文章和54个网页后,共确定了15个项目和网络应用程序,这些项目和网络应用程序在交互式数字新闻中具有价值。五个是开源应用程序,它邀请社区继续开发改进,使这些工具具有创新性并适应未来的变化。我们的研究揭示了高度重视的功能,如数据分析和团队合作的能力,以及其他允许集成360°多媒体,交互地图管理,不同输出格式(如平板电脑或移动设备)的预览。然而,在这些工具中缺乏新闻角色,使他们能够协调和优化出版过程以产生最终的新闻。
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引用次数: 0
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New Review of Hypermedia and Multimedia
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