Materializing Communication Concepts

Author(s):  
Julian Warner

This chapter is concerned with exposing the material basis for the concepts of the syntagm and paradigm from linguistics, and the message and messages for selection from information theory. The priority, given to abstract concepts over their material basis when cutting paper is conceived as a pedagogic technique to illustrate the distinction of syntagm from paradigm, is reversed. Materialities of linearity, of surface, and of store or reservoir, are revealed to lie behind the abstractions of linguistics and of information theory. The paradigm is regarded as generated from the immediately present material reality of the syntagm as the line of writing. The understanding of the word, as a cohesive group of letters with strong statistical influences, is understood as more explicitly revealing the material basis for communication, and to correspond to the instantiation of the word in paper- and computer-based systems. A rematerialization, rather than a dematerialization, of communication is discerned in current transitions in information technologies and practices.

Author(s):  
Kam H. Vat

The chapter investigates an actionable context of knowledge networking, from the perspective of sustainable development which should accommodate the building of communities in cyberspace so much exemplified in today’s Internet and World Wide Web. The premise of this exploration is that members, or participants, in any community are engaged in learning that is critical to the survival and reproduction of that community. Through community participation, learners find and acquire models and have the opportunity themselves to become models and apprentices of others. This investigation provides a basis for thinking about the possibilities of a virtual community and the dynamics of its construction across a variety of computer-based contexts. The design and refinement of technology as the conduit for extending and enhancing the possibilities of virtual community building is an essential issue, but the role of the individuals as participants in such a community is as important. The idea of sustainable knowledge networking is to bring about continual learning and change for the community in need. The emergent challenge of such a mission is to de-marginalize many of the non-technical issues of building virtual communities for knowledge transfer and learning. The chapter concludes by reiterating the challenge of expositing what it means to create an appropriate context of knowledge networking through which purposeful actions can be supported with the elaboration of suitable information technologies.


Author(s):  
Shari Trewin ◽  
Simeon Keates

Computers can be a source of tremendous benefit for those with motor impairments. Enabling computer access empowers individuals, offering improved quality of life. This is achieved through greater freedom to participate in computer-based activities for education and leisure, as well as increased job potential and satisfaction. Physical impairments can impose barriers to access to information technologies. The most prevalent conditions include rheumatic diseases, stroke, Parkinson’s disease, multiple sclerosis, cerebral palsy, traumatic brain injury, and spinal injuries or disorders. Cumulative trauma disorders represent a further significant category of injury that may be specifically related to computer use. See Kroemer (2001) for an extensive bibliography of literature in this area. Symptoms relevant to computer operation include joint stiffness, paralysis in one or more limbs, numbness, weakness, bradykinesia (slowness of movement), rigidity, impaired balance and coordination, tremor, pain, and fatigue. These symptoms can be stable or highly variable, both within and between individuals. In a study commissioned by Microsoft, Forrester Research, Inc. (2003) found that one in four working-age adults has some dexterity difficulty or impairment. Jacko and Vitense (2001) and Sears and Young (2003) provide detailed analyses of impairments and their effects on computer access. There are literally thousands of alternative devices and software programs designed to help people with disabilities to access and use computers (Alliance for Technology Access, 2000; Glennen & DeCoste, 1997; Lazzaro, 1995). This article describes access mechanisms typically used by individuals with motor impairments, discusses some of the trade-offs involved in choosing an input mechanism, and includes emerging approaches that may lead to additional alternatives in the future.


1989 ◽  
Vol 28 (04) ◽  
pp. 215-222 ◽  
Author(s):  
A. Levy

Abstract:Although computer technology has progressed rapidly in the last decade, the use of computer mediated instruction as an adjunct to medical education has made only limited progress. This paper will attempt to analyze some of the major factors bearing on this limitation, will review those areas where computer based´instruction is potentially of greatest use, and will suggest means by which medical education can make greater use of the rapidly evolving information technologies. The Medical PLATO project at the University of Illinois will be used as an example to illustrate many of the points relating to the development of this field.


Author(s):  
JUAN JOSE CUADRADO-GALLEGO ◽  
BORJA MARTIN HERRERA ◽  
OSCAR PASTOR ◽  
BEATRIZ MARÍN

Applying new learning methodologies in education, such as visual learning based on virtual reality and three-dimensional (3D) environments, is an important aspect in education, since it offers possibilities that can remarkably improve the current education system. Technological advances, along with the chance to create and represent the varying contents offered by information technologies, make the new learning methodologies the focus of attention in the future. Currently, 3D methodologies are only used in Computer Science to improve physical characteristics (virtual laboratories, virtual worlds, etc.), but they are not used to improve the internal mental processes by which human beings understand and retain abstract concepts. In these cases, the use of visual learning helps to clarify them. In Computer Science, particularly in Software measurement courses, the complexity of the concepts is possibly greater than in other courses because there is a lot of learning material that is based on abstract concepts that students find hard to recognize in the real world. In this paper, we present a visual environment that can be used to learn software measurement concepts like the IFPUG functional size measurement method. To validate the new learning model, an experiment was carried out.


1974 ◽  
Vol 7 (04) ◽  
pp. 377-381
Author(s):  
Nicholas Henry

A recurring irony among political scientists is that they rarely display an interest in public policies which directly affect them. An example is the current national effort to formulate public policies for new information technologies, notably those technologies which are vital to academic research in the sciences and social sciences, such as computer-based information storage' and retrieval systems, photocopiers, and microduplication techniques. For almost two decades, lobbyists, public bureaucrats, and congressmen have been engaged in a formal and continuing attempt to revise radically the present principal expression of public policy for new information technologies, the Copyright Act of 1909.It is my purpose in this essay to explain cursorily how the copyright concept affects the uses and users of the information technology that would seem to have the greatest utility for research in political science — the computer — and review the status of efforts to change the copyright principle in such a way as to accommodate more comprehensively the new information technologies. As we shall see, how copyright law is revised may alter traditional patterns of knowledge use and its generation in political science.


Author(s):  
Martin Eriksson

From an engineering point of view, uncertainty is present in all areas of design (products, processes and organizations). Computer-based design analysis, here confined to quantitative computer-based structural design analysis within mechanical engineering, serves as an important source of information in decisions taken during the design activity; importantly, it aims at giving confidence in critical design results. It is moreover nowadays used on all levels of concretization of the product-to-be throughout the development process. It must therefore address different uncertainties and errors during the whole development process. To that end, the concept of predictive design analysis (PDA) was introduced. The initial version of PDA treated primarily uncertainties of aleatory nature and was confined to product/technology-related issues. Today a broader perspective on the uncertainties is needed, and it is important to develop reliable design analysis methods because of the increasing use of design analysis by both analysts and engineering designers. Hence it is therefore necessary to extend the PDA framework into a full-blown methodology. PDA is a specific computer-based design analysis methodology that supports the systematic handling of uncertainties and errors during the computer-based design analysis activity throughout the whole development of the artifact. Such a methodology includes: Not only aleatory uncertainties, but also epistemic uncertainties connected with factors affecting the design analysis activities; Operationally efficient and effective integration between the engineering design and design analysis activities; Quality assurance aspects in terms of quality checks, verification and validation activities taking physical testing into account; Progress monitoring throughout all design analysis activities from clarification to completion; Traceability in utilized information, technologies and established results; Information and knowledge re-use for an improved uncertainty treatment in future design analysis activities through establishment of lessons learned and best practice documentation as well as methodology development. In this paper the synthesis of the PDA methodology is reported. Starting from an elaboration on different concepts of uncertainty, the constituent elements of the extended PDA methodology are presented. The methodology is then illustrated with a case study.


Author(s):  
N.S. Babkina ◽  
A.B. Nugumanova ◽  
N.M. Oskorbin ◽  
O.N. Polovikova ◽  
L.L. Smolyakova

The paper presents the development results of computer methods for analyzing text data and assessing classification inaccuracies at the stages of thematic modeling. This study uses as an example the task to process textual data of a collection of graduate qualification works prepared and defended by students of Altai State University, Faculty of Mathematics and IT in recent years. The main results obtained in the paper are listed as follows. Relevant application areas and directions for computer methods and thematic modeling in the educational process are identified. Justification of the general algorithm for solving the problem of the thematic analysis of collections of educational materials is carried out. Information technologies for thematic modeling are developed, and estimation of analysis errors on a set of test documents is obtained. It is shown that computer-based methods of thematic modeling and information technology to support them can be used both in the educational process and in the development of educational and methodological documents.


2008 ◽  
pp. 488-502
Author(s):  
Kam Hou Vat

The chapter investigates an actionable context of knowledge networking, from the perspective of sustainable development which should accommodate the building of communities in cyberspace so much exemplified in today’s Internet and World Wide Web. The premise of this exploration is that members, or participants, in any community are engaged in learning that is critical to the survival and reproduction of that community. Through community participation, learners find and acquire models and have the opportunity themselves to become models and apprentices of others. This investigation provides a basis for thinking about the possibilities of a virtual community and the dynamics of its construction across a variety of computer-based contexts. The design and refinement of technology as the conduit for extending and enhancing the possibilities of virtual community building is an essential issue, but the role of the individuals as participants in such a community is as important. The idea of sustainable knowledge networking is to bring about continual learning and change for the community in need. The emergent challenge of such a mission is to de-marginalize many of the non-technical issues of building virtual communities for knowledge transfer and learning. The chapter concludes by reiterating the challenge of expositing what it means to create an appropriate context of knowledge networking through which purposeful actions can be supported with the elaboration of suitable information technologies.


Author(s):  
Phillip Andrew Prager ◽  
Maureen Thomas ◽  
Marianne Selsjord

How can digital media technologies, contemporary theories of creativity, and tradition combine to develop the aesthetics of computer-based art today and in the future? Through contextualised case-studies, this chapter investigates how games, information technologies, and traditional visual and storytelling arts combine to create rich, complex, and engaging moving-image based artworks with wide appeal. It examines how dramatist and interactive media artist Maureen Thomas and 3D media artist and conservator Marianne Selsjord deploy creative digital technologies to transpose, transform, and transcend pre-page arts and crafts for the digital era, making fresh work for new audiences. Researcher in digital aesthetics, creative cognition, and play behaviour Dr. Phillip Prager examines how such work is conducive to creative insight and worthwhile play, discussing its remediation of some of the aspirations and approaches of 20th-century avant-garde artists, revealing these as a potent source of conceptual riches for the digital media creators of today and tomorrow.


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