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The Sacra Infermeria—a focus group evaluation of an augmented reality cultural heritage experience Sacra inmeria -焦点小组对增强现实文化遗产体验的评估
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-10-02 DOI: 10.1080/13614568.2022.2150324
Jonathan Barbara, Mattia Bellini, Péter Kristóf Makai, D. Sampatakou, Shafaq Irshad, H. Koenitz
ABSTRACT The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics.
长久以来,对历史的数字化呈现一直是博物馆诠释文化遗产的重要工具。最近增强现实(AR)的使用增加了各种方法来向现有的人工制品添加动态信息。当不确定性进一步使所代表的历史复杂化时,挑战就更大了。本文对马耳他瓦莱塔Sacra inmeria博物馆的AR装置进行了批判性分析。在描述了装置的AR配置之后,我们提出了一个由交互数字叙事(IDN)领域的11名研究人员组成的多学科焦点小组进行的专题分析,从三个角度进行分析:AR体验的技术实现、历史准确性、游戏化和以社交媒体为中心的设计的影响,以及对历史不确定性产生的复杂性的表现。根据多学科焦点小组的结果,我们提供了一系列建议和启发。
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引用次数: 1
Applications of complex narratives 复杂叙事的应用
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-10-02 DOI: 10.1080/13614568.2022.2150323
A. Perkis, K. Taveter
ABSTRACT This paper aims at providing an overview on IDNs that address complex issues to gain a better understanding what design decisions have been taken in those prototypes and applications and then to make the resulting knowledge available to practitioners for the representation of complex topics. In our work, complexity refers to a significant societal challenge or current complex phenomenon, such as global warming, globalisation, crime, colonialisation, and so forth. Complexity in this context has been defined as a problem that characterises the behaviour of a system whose components interact in multiple ways and that allows various ways of interpretation and validation of such interactions. The paper corresponds closely to the work undertaken by the COST action INDCOR, especially WG1: Design and development.
本文旨在概述解决复杂问题的idn,以便更好地理解在这些原型和应用程序中采取了哪些设计决策,然后使由此产生的知识可供从业者用于表示复杂主题。在我们的工作中,复杂性指的是一个重大的社会挑战或当前的复杂现象,如全球变暖、全球化、犯罪、殖民化等等。在这种情况下,复杂性被定义为一个系统的行为特征问题,该系统的组件以多种方式相互作用,并且允许以各种方式解释和验证这种相互作用。该文件与成本行动INDCOR开展的工作密切相关,特别是WG1:设计和开发。
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引用次数: 3
Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds 制造新冠肺炎的联系:为非凡的新材料世界设计活跃的跨学科声音叙事
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-10-02 DOI: 10.1080/13614568.2023.2175917
Lissa Holloway-Attaway, Jamie Fawcus
ABSTRACT In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.
摘要在这篇文章中,我们回顾了我们在2020年开发的交互式跨历史和跨拨号的基于网络的数字叙事音频体验PATTER(n)INGS:Apt 3B,2020的设计和实现。这部作品是一款身临其境的音频应用程序,它专注于新冠肺炎大流行期间复杂的物质生活条件。从PATTER(n)INGS及其复杂的材料音频和叙事设计中汲取灵感,我们提出了一个模型,用于创建类似的基于声音的交互式数字叙事的内容和交付。我们提出的模型主要关注设计这种基于声音的作品的创造性过程。为了构建我们的分析模型,即新材料/光谱形态设计模型(或NM/SM设计模型),我们借鉴了批判后人道主义、女权主义新唯物主义和非人类叙事的理论影响,这些理论批评了稳定的主体性概念,这些概念是符号意义形成的权力和权威的场所。我们将这些观点与电声音乐作品记谱的基础理论研究以及使声音、声音制作、空间感知、心理声学现象和听力实践的概念复杂化的音频实验相结合。总之,这个理论/组成框架提供了一种独特的方法来考虑如何将声波代理作为核心现象来维持和最大化,以创造反认知的世界和故事。
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引用次数: 0
Interactive digital narrative (IDN)—a complexity case 交互式数字叙事(IDN)——一个复杂的案例
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-10-02 DOI: 10.1080/13614568.2023.2173385
F. Nack
ABSTRACT This article introduces the NRHM special issue on Interactive Digital Narrative (IDN) and Complexity. It first shortly describes the field of IDN and why developments with respect to content, content and interaction focus on complexity issues. It finishes with a short outline of the five papers that form the body of the special issue.
摘要本文介绍了NRHM关于交互式数字叙事(IDN)和复杂性的特刊。它首先简要描述了IDN领域,以及为什么内容、内容和交互方面的发展侧重于复杂性问题。最后简要介绍了构成特刊正文的五篇论文。
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引用次数: 1
Hyperlinks and media visibility on Twitter in political events in Spain: new patterns in the digital information ecology 西班牙政治事件中推特上的超链接和媒体可见性:数字信息生态的新模式
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-04-03 DOI: 10.1080/13614568.2022.2075942
Andreu Casero-Ripollés, J. Micó-Sanz
ABSTRACT Digital environment involves numerous transformations for the media system. One of them is the process that is reconfiguring the traditional media visibility parameters from mass communication era. To study it, we use, taking an innovative approach, hyperlinks as proxy to the media visibility. Our goal is to find out the destination of the hyperlinks aimed at the media in the context of the political conversation on Twitter generated around an event of public relevance: the negotiations on the formation of the Spanish Government. The methodology is based on machine learning in a big data sample of 127.3 million tweets. This will allow us to make new contributions to how media is restructuring its social visibility as a result of integrating into the digital. The results indicate the prominence of pure players and social media platforms in the linking practices of users. By contrast, legacy media places in a secondary position. Also, geopolitical context plays a key role in conditioning the use of hyperlinks by Twitter users. Finally, our data reveal that the media have a limited capacity to determine the hyperlink network.
摘要数字环境涉及到媒体系统的众多变革。其中之一就是从大众传播时代重新配置传统媒体可见性参数的过程。为了研究它,我们采用了一种创新的方法,使用超链接作为媒体可见性的代理。我们的目标是在推特上围绕一个与公众相关的事件——西班牙政府组建谈判——进行的政治对话中,找出针对媒体的超链接的目的地。该方法基于1.273亿条推文的大数据样本中的机器学习。这将使我们能够为媒体如何因融入数字而重组其社会知名度做出新的贡献。研究结果表明,纯玩家和社交媒体平台在用户链接实践中的突出地位。相比之下,传统媒体处于次要地位。此外,地缘政治背景在制约推特用户使用超链接方面发挥着关键作用。最后,我们的数据表明,媒体确定超链接网络的能力有限。
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引用次数: 4
Examining the use of text and video resources during web-search based learning—a new methodological approach 研究基于网络搜索的学习中文本和视频资源的使用——一种新的方法论方法
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-04-03 DOI: 10.1080/13614568.2022.2099583
Georg Pardi, Daniel Hienert, Yvonne Kammerer
ABSTRACT The present paper introduces a new methodological approach to capture and analyse the processing and use of text, images, and video content during web-search based learning on the free web. We asked 108 university students to search the web to learn about a natural science topic while recording their eye movements and navigation behaviour. Then, we used the ‘reading protocol’ software to automatically map participants’ fixations to text, images, and video content that they had fixated upon on any information resource retrieved. Moreover, we retraced words from participants’ post-search essays to words encountered in fixated text or in transcripts of viewed videos, in order to calculate the degree of overlap. Our results showed that the participants directed their attention significantly longer to text than to video or image resources. Nevertheless, multiple video resources were visited by the great majority of students, underlining the importance of videos in web-search based learning. Regarding the origin of learned concepts, more words included in the post-search essay could be retraced to fixated text than to words contained in transcripts of viewed videos. To conclude, we were able to retrace large parts of students’ acquired knowledge to retrieved information resources with our approach.
本文介绍了一种新的方法来捕获和分析在基于自由网络的网络搜索学习过程中文本、图像和视频内容的处理和使用。我们要求108名大学生在网上搜索自然科学主题,同时记录他们的眼球运动和导航行为。然后,我们使用“阅读协议”软件自动将参与者的注视映射到他们在检索到的任何信息资源上所注视的文本、图像和视频内容。此外,我们将参与者搜索后的文章中的单词回溯到固定文本或观看视频的文本中遇到的单词,以计算重叠程度。我们的研究结果表明,参与者将注意力集中在文本上的时间明显长于视频或图像资源。然而,绝大多数学生访问了多种视频资源,强调了视频在基于网络搜索的学习中的重要性。关于学习概念的来源,搜索后的文章中包含的单词可以追溯到固定文本,而不是观看视频的文本中包含的单词。总之,通过我们的方法,我们能够追溯学生获得的大部分知识,以检索信息资源。
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引用次数: 2
Text- and author-dependent moral foundations classification 依赖文本和作者的道德基础分类
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-04-03 DOI: 10.1080/13614568.2022.2092655
A. Lan, Ivandré Paraboni
ABSTRACT Moral Foundations Theory (MFT) has attracted a great deal of attention in Natural Language Processing (NLP) and social media analysis, including both applications that attempt to infer moral values inference from text, or otherwise use moral foundations information to perform another downstream task. In this work, we address the issue of moral foundations inference from text data according to two perspectives, hereby called text- and author-dependent classification, by presenting a number of experiments to compare traditional text classifiers with more recent approaches based on pre-trained language models in both English and Portuguese languages. Results suggest that moral foundations classification relies heavily on lexical information, and that different models may be more suitable to each task, and leave a number of opportunities for further research in the field.
摘要道德基础理论(MFT)在自然语言处理(NLP)和社交媒体分析中引起了极大的关注,包括试图从文本中推断道德价值的应用,或以其他方式利用道德基础信息执行另一项下游任务的应用。在这项工作中,我们从两个角度来解决从文本数据中推断道德基础的问题,这两个角度被称为文本和作者依赖分类,通过进行大量实验,将传统的文本分类器与基于英语和葡萄牙语预训练语言模型的最新方法进行比较。结果表明,道德基础分类在很大程度上依赖于词汇信息,不同的模型可能更适合每项任务,并为该领域的进一步研究留下了许多机会。
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引用次数: 3
Wikipedia = Heterotopia 维基百科=异托邦
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2021-10-02 DOI: 10.1080/13614568.2022.2047800
Michael Flavin
ABSTRACT This paper analyses the online encyclopaedia Wikipedia using Michel Foucault’s (1926–1984) concept of heterotopia. In Foucault’s writings, heterotopias are both similar to and distinct from the conditions that give rise to them. The paper undertakes a case study of one entry on Wikipedia (the entry for the “Episteme”) focusing primarily on the main entry and the talk page. The methodology is content analysis with a directed approach: data were gathered in November–December 2020. The paper argues Wikipedia can usefully be analysed as a heterotopia because it exposes the contentious conditions of knowledge production, which is not standard practice for an encyclopaedia. The article adds to our understanding by applying the Foucauldian concept of heterotopia to a specific Wikipedia entry, highlighting how knowledge is produced out of dispute and subjective discourses.
本文运用米歇尔·福柯(Michel Foucault, 1926-1984)的异托邦概念对在线百科全书维基百科进行了分析。在福柯的作品中,异托邦与产生它们的条件既相似又不同。本文对维基百科上的一个条目(“Episteme”条目)进行了案例研究,主要关注主条目和讨论页。研究方法是有针对性的内容分析:数据收集于2020年11月至12月。这篇论文认为,维基百科可以作为一个异托邦来分析,因为它暴露了知识生产的有争议的条件,这不是百科全书的标准做法。这篇文章通过将福柯的异托邦概念应用到一个特定的维基百科条目中,增加了我们的理解,强调了知识是如何从争论和主观话语中产生的。
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引用次数: 1
For the love of lists: identifying the effects of listicle type and length 对于列表的热爱:识别列表类型和长度的影响
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2021-10-02 DOI: 10.1080/13614568.2021.2001581
Jason Freeman, Christen Buckley, Christina Triptow, Yiting Chai
ABSTRACT Entire journalistic empires have been built upon sensational headlines designed to elicit consumer attention and provide advertising partners with what they want most: eyeballs on content. Listicles are used widely for that purpose with little research addressing effective design and viewer perceptions of use. This study proposes the following questions: what are the psychological mechanisms behind a user’s experience with various listicle forms? How does the clickability and length of a listicle influence consumer responses? To answer these questions, a 2 × 2 between-subject experiment was conducted. Findings demonstrated that clickable listicles (vs. scrollable) provide users with greater control, which in turn positively predicted a variety of cognitive outcomes and emotional and attitudinal communicative outcomes. In addition, longer listicles led to greater frustration, which in turn negatively impacted these outcomes. Theoretical and practical implications are discussed.
摘要整个新闻帝国都建立在耸人听闻的标题之上,这些标题旨在吸引消费者的注意力,并为广告合作伙伴提供他们最想要的东西:内容上的眼球。列表被广泛用于此目的,很少有研究涉及有效的设计和观众对使用的感知。这项研究提出了以下问题:用户对各种列表形式的体验背后的心理机制是什么?列表的可点击性和长度如何影响消费者的反应?要回答这些问题,a 2 × 进行2个受试者间实验。研究结果表明,可点击列表(与可滚动列表相比)为用户提供了更大的控制权,这反过来又积极预测了各种认知结果以及情感和态度交流结果。此外,更长的列表会导致更大的挫败感,进而对这些结果产生负面影响。讨论了理论和实践意义。
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引用次数: 0
User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries 用户体验因素,发展中国家和发达国家文化遗产互动技术的比较研究
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2021-10-02 DOI: 10.1080/13614568.2021.1998649
Duyen Lam, Thuong N. Hoang, Atul Sajjanhar, Feifei Chen
ABSTRACT The cultural heritage (CH) sector has always been looking for preeminent ways to improve visitors’ interactions with their collections through interactive technologies such as applications and websites. However, economic inequality between developed and developing countries hinders the effective and widespread deployment of interactive technologies; therefore, there is a lack of understanding about how visitors interact with such applications in developing countries. Our research aims to understand the current user experience (UX) practices with CH interactive technologies in developing and developed countries and discuss how to improve the interactive application design for museums’ user experience in developing countries. We conducted two field surveys to examine the current UX practices with audio guides and websites at national CH museums in Vietnam and Australia. Additionally, short interviews with interactive service providers and museum interactive service managers confirm the current UX practices and help to fill the UX gaps in developing countries. Our work complements the wealth of knowledge about designing good UX in developed countries and concludes that UX requirements are likely similar between developing and developed countries.
摘要文化遗产部门一直在寻找卓越的方法,通过应用程序和网站等互动技术来改善游客与藏品的互动。然而,发达国家和发展中国家之间的经济不平等阻碍了互动技术的有效和广泛部署;因此,人们对发展中国家的访问者如何与此类应用程序互动缺乏了解。我们的研究旨在了解发展中国家和发达国家当前CH互动技术的用户体验(UX)实践,并讨论如何改进发展中国家博物馆用户体验的互动应用程序设计。我们在越南和澳大利亚的国家CH博物馆进行了两次实地调查,通过音频指南和网站来检查当前的用户体验实践。此外,对互动服务提供商和博物馆互动服务经理的简短采访证实了当前的用户体验实践,并有助于填补发展中国家的用户体验空白。我们的工作补充了发达国家设计良好用户体验的丰富知识,并得出结论,发展中国家和发达国家的用户体验需求可能相似。
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引用次数: 0
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