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  • × theme_ss:"Information"
  1. Gödert, W.; Lepsky, K.: Informationelle Kompetenz : ein humanistischer Entwurf (2019) 0.41
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    Footnote
    Rez. in: Philosophisch-ethische Rezensionen vom 09.11.2019 (Jürgen Czogalla), Unter: https://philosophisch-ethische-rezensionen.de/rezension/Goedert1.html. In: B.I.T. online 23(2020) H.3, S.345-347 (W. Sühl-Strohmenger) [Unter: https%3A%2F%2Fwww.b-i-t-online.de%2Fheft%2F2020-03-rezensionen.pdf&usg=AOvVaw0iY3f_zNcvEjeZ6inHVnOK]. In: Open Password Nr. 805 vom 14.08.2020 (H.-C. Hobohm) [Unter: https://www.password-online.de/?mailpoet_router&endpoint=view_in_browser&action=view&data=WzE0MywiOGI3NjZkZmNkZjQ1IiwwLDAsMTMxLDFd].
  2. Malsburg, C. von der: ¬The correlation theory of brain function (1981) 0.38
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    Abstract
    A summary of brain theory is given so far as it is contained within the framework of Localization Theory. Difficulties of this "conventional theory" are traced back to a specific deficiency: there is no way to express relations between active cells (as for instance their representing parts of the same object). A new theory is proposed to cure this deficiency. It introduces a new kind of dynamical control, termed synaptic modulation, according to which synapses switch between a conducting and a non- conducting state. The dynamics of this variable is controlled on a fast time scale by correlations in the temporal fine structure of cellular signals. Furthermore, conventional synaptic plasticity is replaced by a refined version. Synaptic modulation and plasticity form the basis for short-term and long-term memory, respectively. Signal correlations, shaped by the variable network, express structure and relationships within objects. In particular, the figure-ground problem may be solved in this way. Synaptic modulation introduces exibility into cerebral networks which is necessary to solve the invariance problem. Since momentarily useless connections are deactivated, interference between di erent memory traces can be reduced, and memory capacity increased, in comparison with conventional associative memory
    Source
    http%3A%2F%2Fcogprints.org%2F1380%2F1%2FvdM_correlation.pdf&usg=AOvVaw0g7DvZbQPb2U7dYb49b9v_
  3. Donsbach, W.: Wahrheit in den Medien : über den Sinn eines methodischen Objektivitätsbegriffes (2001) 0.29
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    Source
    Politische Meinung. 381(2001) Nr.1, S.65-74 [https%3A%2F%2Fwww.dgfe.de%2Ffileadmin%2FOrdnerRedakteure%2FSektionen%2FSek02_AEW%2FKWF%2FPublikationen_Reihe_1989-2003%2FBand_17%2FBd_17_1994_355-406_A.pdf&usg=AOvVaw2KcbRsHy5UQ9QRIUyuOLNi]
  4. Cole, C.: ¬The consciousness' drive : information need and the search for meaning (2018) 0.06
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    Abstract
    What is the uniquely human factor in finding and using information to produce new knowledge? Is there an underlying aspect of our thinking that cannot be imitated by the AI-equipped machines that will increasingly dominate our lives? This book answers these questions, and tells us about our consciousness - its drive or intention in seeking information in the world around us, and how we are able to construct new knowledge from this information. The book is divided into three parts, each with an introduction and a conclusion that relate the theories and models presented to the real-world experience of someone using a search engine. First, Part I defines the exceptionality of human consciousness and its need for new information and how, uniquely among all other species, we frame our interactions with the world. Part II then investigates the problem of finding our real information need during information searches, and how our exceptional ability to frame our interactions with the world blocks us from finding the information we really need. Lastly, Part III details the solution to this framing problem and its operational implications for search engine design for everyone whose objective is the production of new knowledge. In this book, Charles Cole deliberately writes in a conversational style for a broader readership, keeping references to research material to the bare minimum. Replicating the structure of a detective novel, he builds his arguments towards a climax at the end of the book. For our video-game, video-on-demand times, he has visualized the ideas that form the book's thesis in over 90 original diagrams. And above all, he establishes a link between information need and knowledge production in evolutionary psychology, and thus bases his arguments in our origins as a species: how we humans naturally think, and how we naturally search for new information because our consciousness drives us to need it.
    Footnote
    Weitere Rez. unter: https://crl.acrl.org/index.php/crl/article/view/17830/19659: "Author Charles Cole's understanding of human consciousness is built foundationally upon the work of evolutionary psychologist Merlin Donald, who visualized the development of human cognition in four phases, with three transitions. According to Donald's Theory of Mind, preceding types of cognition do not cease to exist after human cognition transitions to a new phase, but exist as four layers within the modern consciousness. Cole's narrative in the first part of the book recounts Donald's model of human cognition, categorizing episodic, mimetic, mythic, and theoretic phases of cognition. The second half of the book sets up a particular situation of consciousness using the frame theory of Marvin Minsky, uses Meno's paradox (how can we come to know that which we don't already know?) in a critique of framing as Minsky conceived it, and presents group and national level framing and shows their inherent danger in allowing information avoidance and sanctioning immoral actions. Cole concludes with a solution of information need being sparked or triggered that takes the human consciousness out of a closed information loop, driving the consciousness to seek new information.
    Cole's reliance upon Donald's Theory of Mind is limiting; it represents a major weakness of the book. Donald's Theory of Mind has been an influential model in evolutionary psychology, appearing in his 1991 book Origins of the Modern Mind: Three Stages in the Evolution of Culture and Cognition (Harvard University Press). Donald's approach is a top-down, conceptual model that explicates what makes the human mind different and exceptional from other animal intelligences. However, there are other alternative, useful, science-based models of animal and human cognition that begin with a bottom-up approach to understanding the building blocks of cognition shared in common by humans and other "intelligent" animals. For example, in "A Bottom-Up Approach to the Primate Mind," Frans B.M. de Waal and Pier Francesco Ferrari note that neurophysiological studies show that specific neuron assemblies in the rat hippocampus are active during memory retrieval and that those same assemblies predict future choices. This would suggest that episodic memory and future orientation aren't as advanced a process as Donald posits in his Theory of Mind. Also, neuroimaging studies in humans show that the cortical areas active during observations of another's actions are related in position and structure to those areas identified as containing mirror neurons in macaques. Could this point to a physiological basis for imitation? ... (Scott Curtis)"
  5. Chen, C.; Rada, R.: Interacting with hypertext : a meta-analysis of experimental studies (1996) 0.04
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    Abstract
    Presents a study on hypertext examining the cognitive styles and spatial ability of users; the complexity of tasks; and the strucutre of information organization and the visualization of the structure. Future work on hypertext usability should emphasize task taxonomies along with longitudinal and ethnographic studies for a deep understanding of the interactions between users and hypertext
  6. Bates, M.J.: Information and knowledge : an evolutionary framework for information science (2005) 0.04
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    Abstract
    Many definitions of information have been suggested throughout the history of information science. In this essay, the objective has been to provide a definition that is usable for the physical, biological and social meanings of the term, covering the various senses important to our field. Information has been defined as the pattern of organization of matter and energy. Information is everywhere except where there is total entropy. Living beings process, organize and ascribe meaning to information. Some pattern of organization that has been given meaning by a living being has been defined as information 2, while the above definition is information 1, when it is desirable to make the distinction. Knowledge has been defined as information given meaning and integrated with other contents of understanding. Meaning itself is rooted ultimately in biological survival. In the human being, extensive processing space in the brain has made possible the generation of extremely rich cultural and interpersonal meaning, which imbues human interactions. (In the short term, not all meaning that humans ascribe to information is the result of evolutionary processes. Our extensive brain processing space also enables us to hold beliefs for the short term that, over the long term, may actually be harmful to survival.) Data 1 has been defined as that portion of the entire information environment (including internal inputs) that is taken in, or processed, by an organism. Data 2 is that information that is selected or generated and used by human beings for research or other social purposes. This definition of information is not reductive--that is, it does not imply that information is all and only the most microscopic physical manifestation of matter and energy. Information principally exists for organisms at many emergent levels. A human being, for example, can see this account as tiny marks on a piece of paper, as letters of the alphabet, as words of the English language, as a sequence of ideas, as a genre of publication, as a philosophical position and so on. Thus, patterns of organization are not all equal in the life experience of animals. Some types of patterns are more important, some less so. Some parts of patterns are repetitive and can be compressed in mental storage. As mental storage space is generally limited and its maintenance costly to an animal, adaptive advantage accrues to the species that develops efficient storage. As a result, many species process elements of their environment in ways efficient and effective for their particular purposes; that is, as patterns of organization that are experienced as emergent wholes. We see a chair as a chair, not only as a pattern of light and dark. We see a string of actions by a salesperson as bait and switch, not just as a sequence of actions. We understand a series of statements as parts of a whole philosophical argument, not just as a series of sentences. The understanding of information embraced here recognizes and builds on the idea that these emergent wholes are efficient for storage and effective for the life purposes of human beings as successful animals (to date) on our planet. Thus, people experience their lives in terms of these emergent objects and relations, for the most part. Likewise, information is stored in retrieval systems in such a way that it can be represented to human beings in their preferred emergent forms, rather than in the pixels or bits in which the information is actually encoded within the information system.
  7. Schneider, J.W.: Emerging frameworks and methods : The Fourth International Conference on Conceptions of Library and Information Science (CoLIS4), The Information School, University of Washington, Seattle, Washington, USA, July 21-25, 2002 (2002) 0.04
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    Footnote
    Bericht über die Tagung und Kurzreferate zu den 18 Beiträgen (u.a. BELKIN, N.J.: A classification of interactions with information; INGWERSEN, P.: Cognitive perspectives of document representation; HJOERLAND, B.: Principia informatica: foundational theory of the concepts of information and principles of information services; TUOMINEN, K. u.a.: Discourse, cognition and reality: towards a social constructionist meta-theory for library and information science
  8. Burnett, R.: How images think (2004) 0.04
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    Footnote
    Rez. in: JASIST 56(2005) no.10, S.1126-1128 (P.K. Nayar): "How Images Think is an exercise both in philosophical meditation and critical theorizing about media, images, affects, and cognition. Burnett combines the insights of neuroscience with theories of cognition and the computer sciences. He argues that contemporary metaphors - biological or mechanical - about either cognition, images, or computer intelligence severely limit our understanding of the image. He suggests in his introduction that "image" refers to the "complex set of interactions that constitute everyday life in image-worlds" (p. xviii). For Burnett the fact that increasing amounts of intelligence are being programmed into technologies and devices that use images as their main form of interaction and communication-computers, for instance-suggests that images are interfaces, structuring interaction, people, and the environment they share. New technologies are not simply extensions of human abilities and needs-they literally enlarge cultural and social preconceptions of the relationship between body and mind. The flow of information today is part of a continuum, with exceptional events standing as punctuation marks. This flow connects a variety of sources, some of which are continuous - available 24 hours - or "live" and radically alters issues of memory and history. Television and the Internet, notes Burnett, are not simply a simulated world-they are the world, and the distinctions between "natural" and "non-natural" have disappeared. Increasingly, we immerse ourselves in the image, as if we are there. We rarely become conscious of the fact that we are watching images of events-for all perceptioe, cognitive, and interpretive purposes, the image is the event for us. The proximity and distance of viewer from/with the viewed has altered so significantly that the screen is us. However, this is not to suggest that we are simply passive consumers of images. As Burnett points out, painstakingly, issues of creativity are involved in the process of visualization-viewwes generate what they see in the images. This involves the historical moment of viewing-such as viewing images of the WTC bombings-and the act of re-imagining. As Burnett puts it, "the questions about what is pictured and what is real have to do with vantage points [of the viewer] and not necessarily what is in the image" (p. 26). In his second chapter Burnett moves an to a discussion of "imagescapes." Analyzing the analogue-digital programming of images, Burnett uses the concept of "reverie" to describe the viewing experience. The reverie is a "giving in" to the viewing experience, a "state" in which conscious ("I am sitting down an this sofa to watch TV") and unconscious (pleasure, pain, anxiety) processes interact. Meaning emerges in the not-always easy or "clean" process of hybridization. This "enhances" the thinking process beyond the boundaries of either image or subject. Hybridization is the space of intelligence, exchange, and communication.
    Moving an to virtual images, Burnett posits the existence of "microcultures": places where people take control of the means of creation and production in order to makes sense of their social and cultural experiences. Driven by the need for community, such microcultures generate specific images as part of a cultural movement (Burnett in fact argues that microcultures make it possible for a "small cinema of twenty-five seats to become part of a cultural movement" [p. 63]), where the process of visualization-which involves an awareness of the historical moment - is central to the info-world and imagescapes presented. The computer becomms an archive, a history. The challenge is not only of preserving information, but also of extracting information. Visualization increasingly involves this process of picking a "vantage point" in order to selectively assimilate the information. In virtual reality systems, and in the digital age in general, the distance between what is being pictured and what is experienced is overcome. Images used to be treated as opaque or transparent films among experience, perception, and thought. But, now, images are taken to another level, where the viewer is immersed in the image-experience. Burnett argues-though this is hardly a fresh insight-that "interactivity is only possible when images are the raw material used by participants to change if not transform the purpose of their viewing experience" (p. 90). He suggests that a work of art, "does not start its life as an image ... it gains the status of image when it is placed into a context of viewing and visualization" (p. 90). With simulations and cyberspace the viewing experience has been changed utterly. Burnett defines simulation as "mapping different realities into images that have an environmental, cultural, and social form" (p. 95). However, the emphasis in Burnett is significant-he suggests that interactivity is not achieved through effects, but as a result of experiences attached to stories. Narrative is not merely the effect of technology-it is as much about awareness as it is about Fantasy. Heightened awareness, which is popular culture's aim at all times, and now available through head-mounted displays (HMD), also involves human emotions and the subtleties of human intuition.
    The sixth chapter looks at this interfacing of humans and machines and begins with a series of questions. The crucial one, to my mind, is this: "Does the distinction between humans and technology contribute to a lack of understanding of the continuous interrelationship and interdependence that exists between humans and all of their creations?" (p. 125) Burnett suggests that to use biological or mechanical views of the computer/mind (the computer as an input/output device) Limits our understanding of the ways in which we interact with machines. He thus points to the role of language, the conversations (including the one we held with machines when we were children) that seem to suggest a wholly different kind of relationship. Peer-to-peer communication (P2P), which is arguably the most widely used exchange mode of images today, is the subject of chapter seven. The issue here is whether P2P affects community building or community destruction. Burnett argues that the trope of community can be used to explore the flow of historical events that make up a continuum-from 17th-century letter writing to e-mail. In the new media-and Burnett uses the example of popular music which can be sampled, and reedited to create new compositions - the interpretive space is more flexible. Private networks can be set up, and the process of information retrieval (about which Burnett has already expended considerable space in the early chapters) involves a lot more of visualization. P2P networks, as Burnett points out, are about information management. They are about the harmony between machines and humans, and constitute a new ecology of communications. Turning to computer games, Burnett looks at the processes of interaction, experience, and reconstruction in simulated artificial life worlds, animations, and video images. For Burnett (like Andrew Darley, 2000 and Richard Doyle, 2003) the interactivity of the new media games suggests a greater degree of engagement with imageworlds. Today many facets of looking, listening, and gazing can be turned into aesthetic forms with the new media. Digital technology literally reanimates the world, as Burnett demonstrates in bis concluding chapter. Burnett concludes that images no longer simply represent the world-they shape our very interaction with it; they become the foundation for our understanding the spaces, places, and historical moments that we inhabit. Burnett concludes his book with the suggestion that intelligence is now a distributed phenomenon (here closely paralleling Katherine Hayles' argument that subjectivity is dispersed through the cybernetic circuit, 1999). There is no one center of information or knowledge. Intersections of human creativity, work, and connectivity "spread" (Burnett's term) "intelligence through the use of mediated devices and images, as well as sounds" (p. 221).
    Burnett's work is a useful basic primer an the new media. One of the chief attractions here is his clear language, devoid of the jargon of either computer sciences or advanced critical theory. This makes How Images Think an accessible introduction to digital cultures. Burnett explores the impact of the new technologies an not just image-making but an image-effects, and the ways in which images constitute our ecologies of identity, communication, and subject-hood. While some of the sections seem a little too basic (especially where he speaks about the ways in which we constitute an object as an object of art, see above), especially in the wake of reception theory, it still remains a starting point for those interested in cultural studies of the new media. The Gase Burnett makes out for the transformation of the ways in which we look at images has been strengthened by his attention to the history of this transformation-from photography through television and cinema and now to immersive virtual reality systems. Joseph Koemer (2004) has pointed out that the iconoclasm of early modern Europe actually demonstrates how idolatory was integral to the image-breakers' core belief. As Koerner puts it, "images never go away ... they persist and function by being perpetually destroyed" (p. 12). Burnett, likewise, argues that images in new media are reformed to suit new contexts of meaning-production-even when they appear to be destroyed. Images are recast, and the degree of their realism (or fantasy) heightened or diminished-but they do not "go away." Images do think, but-if I can parse Burnett's entire work-they think with, through, and in human intelligence, emotions, and intuitions. Images are uncanny-they are both us and not-us, ours and not-ours. There is, surprisingly, one factual error. Burnett claims that Myron Kreuger pioneered the term "virtual reality." To the best of my knowledge, it was Jaron Lanier who did so (see Featherstone & Burrows, 1998 [1995], p. 5)."
  9. Kuznetsov, N.A.: O razvitii fundamentalnykh issledovanii po informatsionnomu vzaimodeistviyu v prirode i obshchestve (1998) 0.03
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    Abstract
    Claims that 'informatics' is a scientific discipline devoted to all information processes taking place in nature, technical systems, living organisms and society. Argues that information as a 'description of objects or phenomena'. Interactions of objects or phenomena, followed by changes in knowledge, are called 'information interactions'. Explains the principles of information interactions and the laws governing this discipline
    Footnote
    Übers. des Titels: Basic research into information interactions in nature and society
  10. Johnson, J.D.: Controlling the flood : when more of a dose is less (2014) 0.03
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    Abstract
    Purpose - The purpose of this paper is to explore the flood of information that is inundating us. This flood makes it increasingly difficult to make sense of the world and arrive at the correct interpretation of events. Design/methodology/approach - Classic narrative literature review applying the dosage metaphor to the growing problem of information overload. Findings - The seven elements of dosage - amount, frequency, sequencing, delivery systems, contraindications, interactions, and dysfunctions - are used to discuss four major coping mechanisms - escape, attention, delegation, and creative destruction - for dealing with the flood. Each of the coping mechanisms has different entailments for the dosage elements. Originality/value - This essay develops a guiding principle for thinking about how we should cope with this central problem of the information age: suggesting a minimalist approach that offers the hope of clarity in acting in an age that increasingly overwhelms us.
  11. Clements, E.: ¬A conceptual framework for digital civics pedagogy informed by the philosophy of information (2020) 0.03
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    Abstract
    Purpose The purpose of this paper is to draw on the philosophy of information, specifically the work of Luciano Floridi, to argue that digital civics must fully comprehend the implications of the digital environment, and consequently an informational ontology, to deliver to students an education that will prepare them for full participation as citizens in the infosphere. Design/methodology/approach Introducing this philosophy for use in education, the research discusses the ethical implications of ontological change in the digital age; informational organisms and their interconnectivity; and concepts of agency, both organic and artificial in digitally mediated civic interactions and civic education. Findings With the provision of a structural framework rooted in the philosophy of information, robust mechanisms for civics initiatives can be enacted. Originality/value The paper allows policy makers and practitioners to formulate healthy responses to digital age challenges in civics and civics education.
  12. Williams, D.: Information: interactions and impact (i3) : an introduction (2008) 0.03
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  13. Bawden, D.: Organised complexity, meaning and understanding : an approach to a unified view of information for information science (2007) 0.03
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    Abstract
    Purpose - The paper seeks to outline an approach to a unified framework for understanding the concept of "information" in the physical, biological and human domains, and to see what links and interactions may be found between them. It also aims to re-examine the information science discipline, with a view to locating it in a larger context, so as to reflect on the possibility that information science may not only draw from these other disciplines, but that its insights may contribute to them. Design/methodology/approach - The paper takes the form of an extensive literature review and analysis, loosely based on the approaches of Stonier, Madden and Bates, and including analysis of both scientific and library/information literature. Findings - The paper identifies the concept of information as being identified with organised complexity in the physical domain, with meaning in context in the biological domain, and with Kvanvig's concept of understanding in the human domain. The linking thread is laws of emergent self-organised complexity, applicable in all domains. Argues that a unified perspective for the information sciences, based on Popperian ontology, may be derived, with the possibility of not merely drawing insights from physical and biological science, but also of contributing to them. Based on Hirst's educational philosophy, derives a definition for the information sciences around two poles: information science and library/information management.
  14. Spink, A.; Cole, C.: Human information behavior : integrating diverse approaches and information use (2006) 0.03
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    Abstract
    For millennia humans have sought, organized, and used information as they learned and evolved patterns of human information behaviors to resolve their human problems and survive. However, despite the current focus an living in an "information age," we have a limited evolutionary understanding of human information behavior. In this article the authors examine the current three interdisciplinary approaches to conceptualizing how humans have sought information including (a) the everyday life information seeking-sense-making approach, (b) the information foraging approach, and (c) the problem-solution perspective an information seeking approach. In addition, due to the lack of clarity regarding the rote of information use in information behavior, a fourth information approach is provided based an a theory of information use. The use theory proposed starts from an evolutionary psychology notion that humans are able to adapt to their environment and survive because of our modular cognitive architecture. Finally, the authors begin the process of conceptualizing these diverse approaches, and the various aspects or elements of these approaches, within an integrated model with consideration of information use. An initial integrated model of these different approaches with information use is proposed.
  15. Foster, J.; Clough, P.: Embedded, added, cocreated : revisiting the value of information in an age of data (2018) 0.03
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    Abstract
    This article proposes that the value of information is a topic worth revisiting in the contemporary era. Although the topic has been of perennial interest to information professionals and others, since at the least the early 1980s, we believe that it is timely to revisit this question in the context of a more connected and networked environment of data, information, and knowledge. The principal argument is that existing models of information exchange and use do not sufficiently take account of the multiplicity of networked users as a source of value, for example, their implicit and explicit interactions with other users, and with the information system. We briefly review existing kinds of value that have been theorized, operationalized, and measured in the information science literature. Principally, these are the notions of information as embedded value; and information and information systems as adding value. To these notions we add the further notion of connected or cocreated value. We conclude our opinion article with a set of questions intended to orient future research into the question of the value of information in the contemporary era.
  16. Snyder, J.: Visual representation of information as communicative practice (2014) 0.03
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    Abstract
    Anyone who has clarified a thought or prompted a response during a conversation by drawing a picture has exploited the potential of image making to convey information. Images are increasingly ubiquitous in daily communication due to advances in visually enabled information and communication technologies (ICT), such as information visualization applications, image retrieval systems, and virtual collaborative work tools. Although images are often used in social contexts, information science research concerned with the visual representation of information typically focuses on the image artifact and system building. To learn more about image making as a form of social interaction and as a form of information practice, a qualitative study examined face-to-face conversations involving the creation of ad hoc visualizations (i.e., "napkin drawings"). Interactional sociolinguistic concepts of conversational involvement and coordination guided multimodal analysis of video-recorded interactions that included spontaneous drawing. Findings show patterns in communicative activities associated with the visual representation of information. Furthermore, the activity of mark making contributes to the maintenance of conversational involvement in ways that are not always evident in the drawn artifact. This research has implications for the design and evaluation of visually enabled virtual collaboration environments, visual information extraction and retrieval systems, and data visualization tools.
  17. Lehmann, K.: Unser Gehirn kartiert auch Beziehungen räumlich (2015) 0.03
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    Footnote
    Vgl. Original unter: http://www.sciencedirect.com/science/article/pii/S0896627315005243: "Morais Tavares, R., A. Mendelsohn, Y.Grossman, C.H. Williams, M. Shapiro, Y. Trope u. D. Schiller: A Map for Social Navigation in the Human Brain" in. Neuron 87(2015) no.1, S,231-243. [Deciphering the neural mechanisms of social behavior has propelled the growth of social neuroscience. The exact computations of the social brain, however, remain elusive. Here we investigated how the human br ain tracks ongoing changes in social relationships using functional neuroimaging. Participants were lead characters in a role-playing game in which they were to find a new home and a job through interactions with virtual cartoon characters. We found that a two-dimensional geometric model of social relationships, a "social space" framed by power and affiliation, predicted hippocampal activity. Moreover, participants who reported better social skills showed stronger covariance between hippocampal activity and "movement" through "social space." The results suggest that the hippocampus is crucial for social cognition, and imply that beyond framing physical locations, the hippocampus computes a more general, inclusive, abstract, and multidimensional cognitive map consistent with its role in episodic memory.].
  18. Dillon, A.; Vaughan, M.: "It's the journey and the destination" : shape and the emergent property of genre in evaluating digital documents (1997) 0.02
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    Abstract
    Navigation is a limited metaphor for hypermedia and website use that potentially constraints our understanding of human-computer interaction. Traces the emergence of the navigation metaphor and the emprical analysis of navigation measures in usability evaluation before suggesting an alternative concept to consider: shape. The shape concept affords a richer analytic tool for considering humans' use of digital documents and invokes social level analysis of meaning that are shared among discourse communities who both produce and consume the information resources
    Date
    6. 2.1999 20:10:22
  19. MacFarlane, A.; Missaoui, S.; Makri, S.; Gutierrez Lopez, M.: Sender vs. recipient-orientated information systems revisited (2022) 0.02
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    Abstract
    Purpose Belkin and Robertson (1976a) reflected on the ethical implications of theoretical research in information science and warned that there was potential for abuse of knowledge gained by undertaking such research and applying it to information systems. In particular, they identified the domains of advertising and political propaganda that posed particular problems. The purpose of this literature review is to revisit these ideas in the light of recent events in global information systems that demonstrate that their fears were justified. Design/methodology/approach The authors revisit the theory in information science that Belkin and Robertson used to build their argument, together with the discussion on ethics that resulted from this work in the late 1970s and early 1980s. The authors then review recent literature in the field of information systems, specifically information retrieval, social media and recommendation systems that highlight the problems identified by Belkin and Robertson. Findings Information science theories have been used in conjunction with empirical evidence gathered from user interactions that have been detrimental to both individuals and society. It is argued in the paper that the information science and systems communities should find ways to return control to the user wherever possible, and the ways to achieve this are considered. Research limitations/implications The ethical issues identified require a multidisciplinary approach with research in information science, computer science, information systems, business, sociology, psychology, journalism, government and politics, etc. required. This is too large a scope to deal with in a literature review, and we focus only on the design and implementation of information systems (Zimmer, 2008a) through an information science and information systems perspective. Practical implications The authors argue that information systems such as search technologies, social media applications and recommendation systems should be designed with the recipient of the information in mind (Paisley and Parker, 1965), not the sender of that information. Social implications Information systems designed ethically and with users in mind will go some way to addressing the ill effects typified by the problems for individuals and society evident in global information systems. Originality/value The authors synthesize the evidence from the literature to provide potential technological solutions to the ethical issues identified, with a set of recommendations to information systems designers and implementers.
  20. Harnett, K.: Machine learning confronts the elephant in the room : a visual prank exposes an Achilles' heel of computer vision systems: Unlike humans, they can't do a double take (2018) 0.02
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    Abstract
    In a new study, computer scientists found that artificial intelligence systems fail a vision test a child could accomplish with ease. "It's a clever and important study that reminds us that 'deep learning' isn't really that deep," said Gary Marcus , a neuroscientist at New York University who was not affiliated with the work. The result takes place in the field of computer vision, where artificial intelligence systems attempt to detect and categorize objects. They might try to find all the pedestrians in a street scene, or just distinguish a bird from a bicycle (which is a notoriously difficult task). The stakes are high: As computers take over critical tasks like automated surveillance and autonomous driving, we'll want their visual processing to be at least as good as the human eyes they're replacing. It won't be easy. The new work accentuates the sophistication of human vision - and the challenge of building systems that mimic it. In the study, the researchers presented a computer vision system with a living room scene. The system processed it well. It correctly identified a chair, a person, books on a shelf. Then the researchers introduced an anomalous object into the scene - an image of elephant. The elephant's mere presence caused the system to forget itself: Suddenly it started calling a chair a couch and the elephant a chair, while turning completely blind to other objects it had previously seen. Researchers are still trying to understand exactly why computer vision systems get tripped up so easily, but they have a good guess. It has to do with an ability humans have that AI lacks: the ability to understand when a scene is confusing and thus go back for a second glance.

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