About | Project Members | Research Assistants | Contact | Posting FAQ | Credits
Page 5 of 11« First...«34567»...Last »

The Coh-Metrix Project

Research Report by Kim Knight
(created 8/22/06; version 1.1 updated 9/15/06)

Related Categories: Cognitive Approaches to Reading

Original Object for Study description

Summary:
The Coh-Metrix Project is a research project concerned with predicting the readability of texts in order to facilitate textual comprehension. The underlying assumption of the project is that current “readability” tests, based upon word and sentence length, are inadequate to truly predict textual coherence. Coherence in this context is defined as a mental representation that results from an interaction between the reader’s skills and goals, and textual cohesion. The Coh-Metrix project proposes the creation of two tools that will provide a more nuanced prediction of textual cohesion than current indices allow: 1. Coh-Metrix computes the cohesion of a text based on complex cohesion metrics. 2. CohGIT locates where gaps in textual cohesion occur, facilitating textual improvement. The project relies upon an interdisciplinary approach to reading practices, drawing upon “psychology, linguistics, education, literary theory, cognitive science, mathematics, and artificial intelligence” (McNamara, Louwerse, & Graesser 5). (more…)

Collex Transliteracies Research Report

Developed by ARP (Applied Research in Patacriticism) in collaboration with NINES (Networked Interface for Nineteenth-century Electronic Scholarship), Collex allows a user to access resources from nine different online scholarly resources. Using semantic web technologies, Collex facilitates collaborative research and access to a variety of sources, while retaining the unique characteristics of each source. Resources are added on an on-going basis as they are evaluated by the NINES editorial team.

“Users of the web-based NINES aggregation can now, through Collex 1.0:

  • perform text searches on finding aids for all 45,000 digital objects in the system;

  • search full-text content across participating sites (currently Rossetti, Swinburne, and Poetess);

  • browse common metadata fields (dates, genres, names, etc.) across all objects in a non-hierarchical, faceted manner;

  • constrain their search and browse operations to generate highly-individualized results;

  • create personal accounts on the system to save and share their research work;
    publicly tag, privately annotate, and ultimately “collect” digital objects located through Collex or in browsing NINES-affiliated sites;

  • browse their own and others’ collections in an integrated sidebar interface;
    and discover new, related objects of interest through the Collex “more like this” feature”.
(from the NINES Collex press release)

Starter Links: Collex | NINES website | ARP Collex Blog | ARP Webpage

Transliteracies Research ReportTransliteracies Research Report By Kim Knight

The Coh-Metrix Project Transliteracies Research Report

The Coh-Metrix Project is run by the Institute for Intelligent Systems at the University of Memphis. The project utilizes two computer programs, Coh-Metrix and CohGIT, to assess the difficulty of a given text. Coh-Metrix analyzes a text for its overall “cohesion,” a major factor in textual coherence. CohGIT pinpoints the areas of a text where gaps in cohesion occur. The goal of the project is to provide writers and educators with the ability to match texts with proper target audiences.

“How do you know if something you’ve written is too difficult for your intended audience? How can you tell if your writing makes sense – for the reader you have in mind? Recent advances in the areas of cognitive science, computational linguistics, educational research, and computer science are guiding us toward answers to these questions. These answers are coming to life within a web-based text analysis tool called Coh-Metrix. Using advanced technologies, Coh-Metrix will allow readers, writers, educators, and researchers to instantly gauge the difficulty of written material, based on the target audience. Moreover, CohGIT, our cohesion gap identification tool, will pinpoint where potential problems are hiding within a text.

The potential contributions of Coh-Metrix and Coh-GIT are innumerable. This project will benefit writers, editors, researchers, and policy makers. Our overarching goal is to develop methods and standards for improving academic textbooks, thus improving students’ ability to understand and learn difficult course material” (from Coh-Metrix Project website).

Starter Links: Coh-Metrix Project | Coh-Metrix Demo | Summary of the Coh-Metrix Grant

Transliteracies Research ReportTransliteracies Research Report By Kim Knight

Andrew Elfenbein, “Cognitive Science and the History of Reading” (2006)

Research Report by Kim Knight
(created 8/18/06; version 1.0)

Related Categories: Cognitive Approaches to Reading | Past Reading Practices

Original Object for Study description

Elfenbein, Andrew. “Cognitive Science and the History of Reading.” PMLA 121.2 (2006) 484 – 500.

Summary:
Elfenbein uses the strategies and terms of cognitive approaches to the study of reading to analyze the varied critical response to Robert Browning’s Men and Women, published in 1855. He argues for a critical practice that joins the complexity of literary criticism with the scientific attention to microprocesses of reading. His aim is to reveal that microprocesses, although always individually inflected, are locatable in various cultures and time periods. (more…)

Andrew Elfenbein, “Cognitive Science and the History of Reading” (2006) Transliteracies Research Report

Elfenbein’s article, appearing in the March 2006 PMLA, attempts to bring together the disciplines of cognitive psychology and literary criticism in order to understand historical reading processes.

“Cognitive psychologists, like literary critics, have spent many years wrestling with the complexities of the reading process. Yet psychologists and critics ask fundamentally different questions about reading because their fields have contrasting methods of defining, analyzing, investigating, and evaluating it. As a result, the terms of one discipline do not apply directly to the other. Creating an interaction between the two requires constant, often skeptical translation across disciplinary boundaries. This essay will concern itself with developing such a translation, using it to investigate the history of reading audiences, and drawing conclusions about the significance of the scientific study of reading for literary critics.”

Starter Links and Resources:
Elfenbein, Andrew. “Cognitive Science and the History of Reading.” PMLA. 121.2 (2006): 484 – 500. | Cognitive Science, Humanities, and the Arts.

Transliteracies Research ReportTransliteracies Research Report By Kim Knight

MediaWiki

Research Report by Mike Godwin
(created 8/13/06; version 1.0)
[Status: Draft]

Related Categories: Blog and Content Management Systems (CMS) | Online Knowledge Bases

Original Object for Study description

Summary:
The wiki is an increasingly popular content management system for organizing widely distributed collaborations over the internet. This report will describe the relevant history and evolution of the wiki, and then consider the technology, interface, and design of MediaWiki as an example of what a wiki is today. While there are literally dozens of implementations of the wiki format, MediaWiki is unique as the engine responsible for the operation of Wikipedia – currently the largest wiki—and as the software supported by the non-profit Wikimedia Foundation Inc. (more…)

Computing with Words (Lofti Zadeh’s Fuzzy Logic and Natural Language/Perception Processing)

Research Report by Angus Forbes
(created 8/11/06; version 1.0)
[Status: Draft]

Related Categories: Software / Coding Innovations

Original Object for Study description

Summary:
Fuzzy logic is a system of logic which applies meaning to imprecise concepts. Rather than simply labeling a statement as either “true” or “false,” as traditional binary logic does, a statement is instead mapped along a continuum of values. These mappings are interconnected with other mapped statements, ultimately yielding applicable functions and rules despite the imprecision of the concepts on which the rules were based.

Fuzzy logic was developed initially by the engineer Lotfi Zadeh in the late Sixties as a method to create control systems whose inputs were made up from imprecise data. More recently, Zadeh has conceived of a merger of natural language processing and fuzzy logic called Computing with Words, and also of an associated Computational Theory of Perception as a preliminary way of thinking about how to compute and reason with perceptual information. (more…)

Computing with Words (Lofti Zadeh’s Fuzzy Logic and Natural Language/Perception Processing) Transliteracies Research Report

Fuzzy logic is a system of logic which applies meaning to imprecise concepts. Rather than simply labeling a statement as either “true” or “false”, traditional binary logic does, a statement is instead mapped along a continuum of values. These mappings are interconnected with other mapped statements, ultimately yielding applicable functions and rules despite the imprecision of the concepts on which the rules were based.
Fuzzy logic was developed initially by the engineer Lotfi Zadeh in the late Sixties as a method to create control systems whose inputs were made up from imprecise data. More recently, Zadeh has conceived of a merger of natural language processing and fuzzy logic called Computing with Words, and also of an associated Computational Theory of Perception as preliminary way of thinking about how to compute and reason with perceptual information.

Starter Links: Fuzzy Logic Archive | Lotfi Zadeh’s page at the Berkeley Institute for Soft Computing

Transliteracies Research ReportTransliteracies Research Report By Angus Forbes

Haptic Visuality (Laura U. Marks’s Touch: Sensuous Theory and Multisensory Media)

Research Report by Angus Forbes
(created 8/11/06; version 1.0)
[Status: Draft]

Related Categories: Cognitive Approaches to Reading

Original Object for Study description

Summary:
In the last decade, the critical discourse of new media studies has shifted its focus from the virtual to the physical; from an abstract, decontextualized space to the embodied experience of augmented reality. Digital media have come to pervade everyday life and new media criticism has increasingly encouraged culturally specific, materialist and multisensory approaches. Laura Marks’s formulation of haptic visuality offers one such approach. As a way of seeing and knowing which calls upon multiple senses, haptic visuality offers a method of sensory analysis which does not depend on the presence of literal touch, smell, taste or hearing. While many sensory analyses focus on the evocation of and interaction between these literal senses (for example, the study of tactile interfaces, kinesthetics and textures), Marks’s concept of haptic visuality provides an alternative framework for discussing online new media works (too often understood as “simply” visual) in relation to multiple senses, affect and embodiment. (more…)

Haptic Visuality (Laura U. Marks’s Touch: Sensuous Theory and Multisensory Media) Transliteracies Research Report

A concept developed by Laura U. Marks in the books The Skin of Film and Touch, haptic visuality refers to embodied spectatorship.

“Haptic criticism is a kind of criticism that assumes a tactile relation to one’s object – touching, more than looking. The notion of the haptic is sometimes used in art to refer to a lack of visual depth, so that the eye travels on the surface of an object rather than move into illusionistic depth. I prefer to describe haptic visuality as a kind of seeing that uses the eye like an organ of touch. Pre-Socratic philosophers thought of perception in terms of a contact between the perceived object and the person perceiving. Hence the haptic: looking, we touch the object with our eyes. This image might be a rather painful one, calling up raw, bruised eyeballs scraping against the brute stuff of the world. But I mean it to call up a way of seeing that does not posit a violent distance between the seer and the object, and hence cause pain when the two are brought together. In haptic visuality the contact can be as gentle as a caress.”

Starter Links: Mind the GAP page on Laura U. Marks | Laura U. Marks’ article on Haptic Visuality in Framework: the Finnish Art Review”

Transliteracies Research ReportTransliteracies Research Report By Angus Forbes

Desktop Theater Transliteracies Research Report

Desktop Theater utilizes 2-d visual chat to stage performances of theatrical texts. In addition to the participants who act out the parts of scripted characters, other users may take part in the performance in unpredictable ways.

“Making a compelling theatrical intervention or engaging group activity in a virtual public space is an adventure. Here, live theater has new parameters: gestures, emotions and speech are compressed into 2 dimensions and computer speech. How can we work within these boundaries to hold peopleís attention long enough to ask some questions? And why should we even want to?”

“There are many hundreds, perhaps even thousands of palaces (networked graphical spaces) that are used for a variety of purposes: social, promotional, conferencing, fan-based, etc. During the course of our Desktop Theater performances we inhabit several high-trafficked social palaces, as well as performing other activities in our own publicly accessible customized palace: the Genetically Enhanced Palace (GEP).”

Starter Links: Desktop Theater | “Clicking for Godot,” a Salon article by Scott Rosenberg

Transliteracies Research ReportTransliteracies Research Report By Jason Farman

Desktop Theater

Research Report by Jason Farman
(created 8/11/06; version 1.0)
[Status: Draft]

Related Categories: Text and Multimedia | Collective Reading

Original Object for Study description

Summary:
Desktop Theater was initiated as an alternate form of Internet chat that took place in the popular 2-D avatar-based chat room called The Palace. Started in 1997 by Adriene Jenik and Lisa Brenneis, Desktop Theater sought to extend the metaphor of chat room-as-public-space to creating a type of “street theater” through the avatars in a public chat room on The Palace’s servers. Several “actors” meet at a preset time in an agreed upon locale in The Palace, each donning a specific avatar for the performance. They perform a specific dramatic text through a cut-and-paste method that displays the text in a bubble above the avatar’s head. Other chatters enter the scene and often engage the actors, becoming part of the performance, or create their own conversations in the mise-en-scène of The Palace chat room, contextualizing the performance as an online form of street theater. (more…)

Tilty Tables

Research Report by Nathan Blake
(created 8/08/06; version 1.0)
[Status: Draft]

Related Categories: Hardware Innovations | Alternative Interfaces | New Reading Interfaces Working Group

Original Object for Study description

Summary:
Designed by the RED (Research in Experimental Documents) group at Xerox PARC, Tilty Tables was an experiment for the museum installation, eXperiments in the Future of Reading (XFR; Maribeth Back, Rich Gold, Anne Balsamo, Mark Chow, Matt Gorbet, Steve Harrison, Dale MacDonald, Scott Minneman, 2001), which was also exhibited for SIGGRAPH 2001 Emerging Technologies. Of the three tables developed, The Reading Table and The Tall Tale Table shall be addressed here. Each table is a three-by-three-foot-wide white square resting on a metal podium, attached in such a way as to allow it to be tilted in all directions. A high-resolution image is projected onto the table’s surface, which gives the appearance that the table is a glowing screen. When visitors tilt the table the images on its surface change in response. With The Reading Table, visitors glide across a large “map” of “napkin drawings” on the subject of future reading practices. The Tall Tale Table resembles the conception of an unlimited and cyclical universe of books from the Jorge Louis Borges’ story “The Library of Babel”; it presents an infinite plane of nonsense tall tales, constructed using a simple computer program with the input of two real fairy tales from various cultures. (more…)

MediaBASE Transliteracies Research Report

Collaborative tool for creating and exchanging multimedia compositions

“MediaBASE is a software application for creating, sharing and exchanging media objects and compositions within a delimited social context. It places rich media authorship—ordinarily confined to discrete, resource-intensive media projects—in the hands of casual users, who are able to manipulate and exchange media compositions with the speed and informality of text-centric technologies such as weblogs, chat rooms, instant messaging, discussion forums and e-mail. Because it is built around an associatively-indexed database, MediaBASE allows these media “conversations” or “dialogues” to transcend their original contexts and take on relevance for subsequent users of the system. MediaBASE can be used: to augment existing discourse communities, such as a school, course, museum, local forum or design collective; to provide a common forum for linked classes and remote user groups; to create networks around a given topic or body of material, such as an online art collection or digital archive” (from MediaBASE website).

Starter Links: MediaBASE at Institute for Multimedia Literacy

Transliteracies Research ReportTransliteracies Research Report By Nowell Marshall

Text Rain

Research Report by Nathan Blake
(created 8/07/06; version 1.0)
[Status: Draft]

Related Categories: Text Visualization | Text and Multimedia | Art Installations | Immersive Text Environments

Original Object for Study description

Summary:
Art installation of 1999 by Camille Utterback and Romy Achituv. To interact with the installation participants stand or move in front of a large projection screen. On the screen they see a mirrored video projection of themselves in black and white, combined with a color animation of falling text. Like rain or snow, the text appears to land on participants’ heads and arms. The text responds to the participants’ motions and can be caught, lifted, and then let fall again. The falling text will “land” on anything darker than a certain threshold, and “fall” whenever that obstacle is removed. If a participant accumulates enough letters along their outstretched arms, or along the silhouette of any dark object, they can sometimes catch an entire word, or even a phrase. The falling letters are not random, but lines of Evan Zimroth’s poem about bodies and language, “Talk, You.” As letters from one line of the poem fall towards the ground they begin to fade, and differently colored letters from the next line replace them from above. “Reading” the poem in the Text Rain installation becomes a physical as well as a cerebral, perhaps even an impossible, endeavor[1]. (more…)

BioMorphic Type™

Research Report by Nathan Blake
(created 8/07/06; version 1.0)
[Status: Draft]

Related Categories: Text Visualization | Text and Multimedia | Art Installations

Original Object for Study description

Summary:
BioMorphic Typography is Diane Gromala’s term for a family of fonts that continually morph in real-time response to a user’s changing physical states, as measured by a biofeedback device. Part of a larger initiative, Design for the Senses, the goal is to develop approaches to experiential design that focus on the senses and “the history of the body.” The first in the type-style family of this dynamic text is “Excretia,” meant for display on computer screens and wearable liquid crystal displays, upon which the user’s/writer’s autonomic states are graphically indicated—for example, the characters “throb” as one’s heart beats. (more…)

History of the GUI

“Today, almost everybody in the developed world interacts with personal computers in some form or another. We use them at home and at work, for entertainment, information, and as tools to leverage our knowledge and intelligence. It is pretty much assumed whenever anyone sits down to use a personal computer that it will operate with a graphical user interface. We expect to interact with it primarily using a mouse, launch programs by clicking on icons, and manipulate various windows on the screen using graphical controls. But this was not always the case. Why did computers come to adopt the GUI as their primary mode of interaction, and how did the GUI evolve to be the way it is today?” (by Jeremy Reimer from ArsTechnica)

Starter Links: Reimer’s Article | History of the Gui at Wikipedia

History of the Button

“The idea: The button is interesting. It has a history, an evolution. It began as a simple on/off device and has become a central part of our human culture. We reach out to manipulate objects. We push buttons and magic things happen. At first, the light goes on. The light goes off. But now, we find our friends and family. We order and ship presents. We launch bombs. The button is the center of our power. This blog/resource/concept is to explore and record the history of the button. That’s all.” (from the History of the Button)

Starter Links: History of the Button

Bookworm

“The Bookworm is a portable Braille reading device in walkman size. It provides easy access to literature in electronic form. Books stored within the Bookworm can be read tactile in Braille with 8 Braille cells. The ergonomic shape of the Bookworm makes reading a real pleasure. The concave Braille cells of the Bookworm follow the shape of your finger tips which makes it ideal for reading.” (from the Handy Tech website)

Starter Links: Handy Tech

Screen Readers

A screen reader or talking browser is software that integrates with an operating system or browser to read the contents of a screen out loud. This assistive technology for the visually impaired relies on speech synthesis to generate an audio output alternative to the traditional computer monitor.

Starter Links: Window’s Narrator | Apple’s Voiceover | Fire Vox

Refreshable Braille Display

A refreshable braille display is a device which attachs to a computer and translates text on the screen into braille. Generally one line at a time, software for the device translates each character into braille by raising raised electromechanical pins on a tactile keyboard.

Starter Links: Refreshable Braille Display on Wikipedia | University of Toronto Adaptive Technology Resource Center

Wiki markup

Wiki markup is a curious text encoding phenomenon: every wiki has it, and they all use markup to produce essentially the same results, but many wikis uses different symbols to produce the same effects. In MediaWiki one surrounds their sub-headings with = like so: =subheading1= or ==subheading2==. The same effect is had in PBWiki with this syntax: !subheading1 or !!subheading2. Similarly, an editor of MediaWiki designates bold words by surrounding them with three apostrophes, while PBWiki editors use two asterisks. Both wikis are coding for the same end result but using different symbols to get the same effect.

Starter links: MediaWiki markup syntax | PB Wiki markup syntax | Meatball wiki’s attempt to address this problem

ProcessingTransliteracies Research Report

Open source programming language.

“Processing is an open source programming language and development environment initiated by Ben Fry and Casey Reas of the Broad Institute and UCLA Design | Media Arts, respectively. The processing language and environment strives to simplify programming for the beginner, such that someone with little or no programming experience can easily experiment and immediately see their results. While processing is capable of simple results quickly, it is robustly integrated with Java and streamlines many tasks that advanced users might expect. Processing runs on any machine with Java, is free and open source, and boasts a very active online community.” (From Mike Godwin’s research report.)

Starter Links:

www.processing.org|www.informationdesign.org

Transliteracies Research ReportTransliteracies Research Report By Mike Godwin

Processing

Research Report by Mike Godwin
(created 7/7/06; version 1.0)
[Status: Draft]

Related Categories: Software/Coding Innovations

Original Object for Study description


Summary:
Processing is an open source programming language and development environment initiated by Ben Fry and Casey Reas of the Broad Institute and UCLA Design | Media Arts, respectively. The processing language and environment strives to simplify programming for the beginner, such that someone with little or no programming experience can easily experiment and immediately see their results. While processing is capable of simple results quickly, it is robustly integrated with Java and streamlines many tasks that advanced users might expect. Processing runs on any machine with Java, is free and open source, and boasts a very active online community. (more…)

Chris M. Herdman, “Research on Visual Word Recognition: From Verbal Learning to Parallel Distributed Processing” (1999)

Introductory essay for special issue of Canadian Journal of Experimental Psychology on Visual Word Recognition research:

“Over the past 30 years, research on visual word recognition has contributed greatly to the understanding of how information is processed, represented, and accessed in the cognitive system. Today, word recognition continues to serve as a rich domain for modelling and investigating core issues in cognition. In addition, research on word recognition has been used to improve assessment and instruction of reading for children and adults. The following paragraphs provide a brief overview of some trends and developments in word recognition research over the past few decades. This overview is not meant to be exhaustive (or unbiased). My intent is to give readers from outside the area a feel for why word recognition is such an, important domain for cognitive research. ”

Starter Links & References: Canadian Journal of Experimental Psychology (Dec. 1999) | Online version

MediaBASE

Research Report by Nowell Marshall
(created 6/14/06; version 1.1 on 6/26/06)

Related Categories: Browsing Practices | Social Networking Systems

Original Object for Study description

Summary:
MediaBASE is collaborative, multimedia-authoring software developed by the Institute for Multimedia Literacy at the University of Southern California. The Institute envisions MediaBASE as having two basic purposes. First, the software is a communication tool comprised of three basic discourse units: compositions, media objects, and concepts (defined below). These key elements allow integrated multimedia creation within a pre-defined user group. As its name suggests, MediaBASE also functions as a dynamic database. The software offers two methods of accessing media objects: users can import individual objects or an administrator can provide an entire archive of material for a given user group in advance. (more…)

Sony Reader

Research Report by
Lisa Swanstrom
(created 5/19/06; version 1.0)

Related Categories: New Reading Interfaces

Original Object for Study description

Summary:
Slated to debut in the spring of 2006, the Sony Reader marks a key example of the next generation of commercial eBooks. While previous eBooks suffered criticism for their bulky appearances, hard-to-read screens, and limited availability of downloadable works, Sony claims to have resolved these problems through its use of new technologies that include e-ink, “electronic paper,” and a “CONNECT store” from which customers can purchase various downloadable texts. At the time of this writing, the product has not yet been released, but the pre-release reviews of the Reader have been extremely positive across a variety of technology-centered forums. (more…)

Poems That Go

Research Report by Jessica Pressman
(created 6/13/06; version 1.0)

Related Categories: Online Journals (Experimental Paradigms)

Original Object for Study description

Summary:
Poems that Go is an online literary journal that showcases kinetic, digital poems. The journal is motivated by the question “What makes a poem a poem?” particularly when that poem is configured in digital form. The site features an extensive collection of Flash-based poems that display poetry to be multimodal and excitingly experimental. (more…)

Vectors: Journal of Culture and Technology in a Dynamic Vernacular

Summary:
Vectors is an online journal that embraces the Internet as the space for embracing and engaging critical experimentation and collaboration on topics related to and inspired by its digital environment.

Vectors is an international electronic journal dedicated to expanding the potentials of academic publication via emergent and transitional media. Moving well beyond the text-with-pictures format of much electronic scholarly publishing, Vectors brings together visionary scholars with cutting-edge designers and technologists to propose a thorough rethinking of the dynamic relationship of form to content in academic research, focusing on the ways technology shapes, transforms and reconfigures social and cultural relations.”
(more…)

BookCrossing

Research Report by Alison Walker
(created 4/23/06; version 1.0)

Related Categories:New Approaches to Reading Print Texts

Original Object for Study description

Summary:
The Concise Oxford English Dictionary defines bookcrossing as “the practice of leaving a book in a public place to be picked up and read by others, who then do likewise.” BookCrossing’s main principle is that the world should be a book lover’s library. After members finish reading a book and decide they want to share it, they register it for free on BookCrossing.com. This gives each book a unique ID number and an accompanying journal entry on the BookCrossing webpage where the reader can write his/her opinions about the book. The reader then affixes a BookCrossing tag to the book with pertinent information on how another owner can find out about the book’s travels. Final