scholarly journals Reading Environments for Genetic Editions

Author(s):  
Malte Rehbein ◽  
Hans Walter Gabler

This paper discusses the state-of-the-art in digital “genetic” editing, that is the philological analysis (and presentation) of the processes behind the creation of literary texts. Research on such processes is mainly based on draft manuscripts or typescripts that authors have left behind intentionally or accidentally. Creative note-taking, revisions, proof-readings, cross-linkings and additional material makes them a complex and interwoven set of data requiring specific analytic tools and reading and research environments for both general and specialist readers and users to understand them better. The paper traces the idea of pre-electronic genetic editing and the significant changes it is undergoing in the digital era. It compares two editorial projects on renowned authors, one in print and one digital: the so-called ‘Frankfurt edition’ of Friedrich Hölderlin, and the Samuel Beckett Digital Manuscript Project. The paper discusses these in particular as “reading environments” (or user interfaces) designed for “critically experiencing” authorial writing processes in both the print and the digital medium.

Semantic Web ◽  
2021 ◽  
pp. 1-16
Author(s):  
Esko Ikkala ◽  
Eero Hyvönen ◽  
Heikki Rantala ◽  
Mikko Koho

This paper presents a new software framework, Sampo-UI, for developing user interfaces for semantic portals. The goal is to provide the end-user with multiple application perspectives to Linked Data knowledge graphs, and a two-step usage cycle based on faceted search combined with ready-to-use tooling for data analysis. For the software developer, the Sampo-UI framework makes it possible to create highly customizable, user-friendly, and responsive user interfaces using current state-of-the-art JavaScript libraries and data from SPARQL endpoints, while saving substantial coding effort. Sampo-UI is published on GitHub under the open MIT License and has been utilized in several internal and external projects. The framework has been used thus far in creating six published and five forth-coming portals, mostly related to the Cultural Heritage domain, that have had tens of thousands of end-users on the Web.


2020 ◽  
Vol 1 (1) ◽  
pp. 32
Author(s):  
Wiwi Warsiati ◽  
Tiris Sudartono ◽  
Riana Dewi

The role of cooperatives on the economy in Indonesia is still low due to low performance and cooperative governance not based on good cooperative governance. Cooperatives find it difficult to develop because they are unable to keep up with changes in the digital era. Pancasila economics was explored and built on the values adopted in Indonesian society which put forward the principles of humanity, nationalism, and cooperative democracy demanded to make a transformation so as not to be left behind by members and society. The Kopti cooperative consists of entrepreneurs who know tempeh has the potential to make changes because the quality of human resources is better than other cooperatives. Cooperatives must build creative and innovative characters for cooperative mobilizers through education and training. Cooperative in the digital era by implementing Information Networks, e-commerce online stores that have advantages such as Cost Savings, Potential Income, Extensive sales, Ease in targeting customers, Facilitating the process when orders increase Keywords: cooperatives, digital era


2021 ◽  
Vol 19 (2) ◽  
Author(s):  
Santho Vlennery Mettan ◽  
Aldo Hardi Sancoko

Indonesian’s Millennials are estimated to reach 70% of the productive population in 2020-2030 (BPS 2018), who cannot be separated from the internet and social media (Harahap 2017). Due to this fact, (Hsu 2018) and (Benini 2018) claim that millennials are afraid of being left behind by ephemeral content which will disappear within 24 hours so that many social media platforms are equipped with these temporary content features and companies are using temporary content strategies to reach more consumers. SMEs on the other hand have low knowledge of ephemeral content, even though 84% of millennials buy products due to the influence of social media, where ephemeral content lies within (Boen 2016). In the other hand, word-of-mouth has a significant impact on customer purchasing decisions until now. Along with the change to the digital era, word-of-mouth is being accelerated with the help of the internet, it called e-WOM, where many businesses use social media or other online platforms to promote business. The results showed that the two variables of ephemeral content and word-of-mouth with the help of the internet had a significant effect on customer purchase intentions, especially the millennial customer for SMEs in Surabaya City. In the future, by implementing ephemeral content in SMEs media social will increases their customer’s e-WOM.


Author(s):  
Jaymie Strecker ◽  
Atif M. Memon

This chapter describes the state of the art in testing GUI-based software. Traditionally, GUI testing has been performed manually or semimanually, with the aid of capture- replay tools. Since this process may be too slow and ineffective to meet the demands of today’s developers and users, recent research in GUI testing has pushed toward automation. Model-based approaches are being used to generate and execute test cases, implement test oracles, and perform regression testing of GUIs automatically. This chapter shows how research to date has addressed the difficulties of testing GUIs in today’s rapidly evolving technological world, and it points to the many challenges that lie ahead.


Author(s):  
Jennifer Richards

The Conclusion looks forward to future cross-disciplinary work on the physical voice. It reflects on why a literary scholar might be interested in the physical voice, recalling that literary texts are full of voices that make reference to the real voice off the page. It also suggests why a Renaissance literary historian might have something distinctive to offer future work on the voice, recalling the inter-relationship in this period between voice and printed books. It recognizes that a new technological revolution is well underway that is changing our relationship with print. It briefly considers how the digital medium uses or ignores voice, and asks whether a new history of oral reading can enable us to imagine different ways of interacting with—and immersing ourselves in—the print/digital books of the future.


Author(s):  
Sha Xin Wei

Since 1984, Graphical User Interfaces have typically relied on visual icons that mimic physical objects like the folder, button, and trash can, or canonical geometric elements like menus, and spreadsheet cells. GUI’s leverage our intuition about the physical environment. But the world can be thought of as being made of stuff as well as things. Making interfaces from this point of view requires a way to simulate the physics of stuff in realtime response to continuous gesture, driven by behavior logic that can be understood by the user and the designer. The author argues for leveraging the corporeal intuition that people learn from birth about heat flow, water, smoke, to develop interfaces at the density of matter that leverage in turn the state of the art in computational physics.


1988 ◽  
Vol 32 (5) ◽  
pp. 259-263
Author(s):  
Michael Good

A major goal of the DECwindows program is to provide a consistent, state-of-the-art user interface for workstation software.1 This interface extends across operating systems and many different types of application programs. Within the DECwindows program we have addressed both the technical and organizational aspects of developing consistent user interfaces across applications. Traditional methods for developing user interface consistency, such as the use of an interface style guide and toolkit, were supplemented with more innovative techniques. An exhibition and catalog of DECwindows application designs helped to develop a DECwindows school of interface design. Electronic conferencing software played an important role in facilitating communication among DECwindows contributors throughout the company. Preliminary user interviews suggest that the DECwindows interface style gives a consistent, usable feel to Digital's workstation applications.


Mathematics ◽  
2020 ◽  
Vol 8 (11) ◽  
pp. 2075
Author(s):  
Óscar Apolinario-Arzube ◽  
José Antonio García-Díaz ◽  
José Medina-Moreira ◽  
Harry Luna-Aveiga ◽  
Rafael Valencia-García

Automatic satire identification can help to identify texts in which the intended meaning differs from the literal meaning, improving tasks such as sentiment analysis, fake news detection or natural-language user interfaces. Typically, satire identification is performed by training a supervised classifier for finding linguistic clues that can determine whether a text is satirical or not. For this, the state-of-the-art relies on neural networks fed with word embeddings that are capable of learning interesting characteristics regarding the way humans communicate. However, as far as our knowledge goes, there are no comprehensive studies that evaluate these techniques in Spanish in the satire identification domain. Consequently, in this work we evaluate several deep-learning architectures with Spanish pre-trained word-embeddings and compare the results with strong baselines based on term-counting features. This evaluation is performed with two datasets that contain satirical and non-satirical tweets written in two Spanish variants: European Spanish and Mexican Spanish. Our experimentation revealed that term-counting features achieved similar results to deep-learning approaches based on word-embeddings, both outperforming previous results based on linguistic features. Our results suggest that term-counting features and traditional machine learning models provide competitive results regarding automatic satire identification, slightly outperforming state-of-the-art models.


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