scholarly journals BRIDGING THE LANGUAGE-ACTION PERSPECTIVE AND ORGANIZATIONAL SEMIOTICS IN SDBC

2011 ◽  
Vol 20 (06) ◽  
pp. 1043-1081 ◽  
Author(s):  
ADRIAN PASCHKE ◽  
HAROLD BOLEY

Rule Responder is a Pragmatic Web infrastructure for distributed rule-based event processing multi-agent eco-systems. This allows specifying virtual organizations — with their shared and individual (semantic and pragmatic) contexts, decisions, and actions/events for rule-based collaboration between the distributed members. The (semi-)autonomous agents use rule engines and Semantic Web rules to describe and execute derivation and reaction logic which declaratively implements the organizational semiotics and the different distributed system/agent topologies with their negotiation/coordination mechanisms. They employ ontologies in their knowledge bases to represent semantic domain vocabularies, normative pragmatics and pragmatic context of event-based conversations and actions.


Author(s):  
Rafael Eiki Matheus Imamura ◽  
Maria Cecilia Calani Baranauskas

Collaborative reading is a pedagogical practice that allows discussion of texts while keeping an individual and collective interpretation of it, letting the readers assume an active role. This work proposes a framework, the Collaborative Reading in Physical-Virtual environment (CRPV), to use this type of reading in non-linear texts within a socioenactive system. The model was based on Organizational Semiotics, the structure of hypertexts and the enactivism concept. CRPV system changes the multimedia content in each text depending on how each user and group reads, aiming to be a socioenactive system. This concept can possibly shift the original notion of reading from an individual activity to a more collaborative form of interaction, especially in virtual environments that are the latest birthplaces of new literacy forms. Text structures of this CRPV model and multimodal interfaces matching them were created and scenarios of use case were planned, implementing those design aspects with contemporary technologies, such as augmented reality. One of these scenarios was tested and the first experiment showed that participants got highly motivated and engaged in the reading activity. This research has the potential to impact the education area, the reading process and the studies in multimodal interfaces, offering new, low cost and highly interactive environments.


Author(s):  
Kecheng Liu ◽  
Rodney J. Clarke ◽  
Peter Bøgh Andersen ◽  
Ronald K. Stamper ◽  
El-Sayed Abou-Zeid

Author(s):  
Diego Samir Melo Solarte

Resumen Este artículo presenta una estrategia para el diseño de productos de software con interfaces web amigables, incorporando modelos de la Ingeniería de Software articulados con la Semiótica Organizacional, lo cual permite abstraer un problema desde diferentes perspectivas y plantear soluciones integrales donde se considere las características del usuario final. La estrategia planteada se basa en el diseño de prototipos no funcionales a nivel de mockups; los cuales permiten tener apreciación inicial del usuario a la vez que permite desenvolver libremente la creatividad del diseñador evitando limitarse por las competencias del personal encargado de la implementación. Por otra parte, en este artículo también se presenta dos modelos basados en inspección para la revisión y evaluación de interfaces, con los cuales se orienta a los encargados de un producto de software sobre los elementos relevantes que constituyen una interfaz usable y accesible. Palabras ClaveSemiótica Organizacional, Interfaces Amigables, Método de Articulación de Problemas, Evaluación Heurística, GOMS, Elaboración de prototipos no funcionales.   Abstract This article presents a strategy for the design of software products with friendly web interfaces including articulated Software engineering models with the Organizational Semiotic. This allows the abstraction of the problem from different perspectives and the planning of comprehensive solutions considering the final user's characteristics. The idea is based on the design of mockups. The mockups help to obtain the user's first appreciation and the designer's creativity fluency at the same time, avoiding the limits created by the competence of those people in charge of the implementation. On the other side, this article intends to show two models based on the inspection for revision and evaluation of interfaces to direct those in charge of the software product to outstanding elements that make a usable and accessible interface.Keywords Organizational Semiotics, friendly interfaces, Problem Articulation Method, heuristic evaluation, GOMS, prototyping nonfunctional. 


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