Milestone 34, Expose ESS’ interoperable services to external consumers, was achieved on 17 December 2021. The new system gives users access to the data catalogue of the European Social Survey (ESS) from the new data and metadata repositories via https://ess-search.nsd.no/en/all/query/.
Publisher: Instituto de Estudos Medievais, Faculdade de Ciências Sociais e Humanas da Universidade Nova de Lisboa
Abstract On 15 July 1099, after more than four and a half centuries of Muslim rule, Jerusalem fell to the army of the First Crusade and for the next 88 years it became once again a Christian city. At that time, the city’s population may have numbered hundreds rather than the thousands of earlier periods, but it seems to have grown afterwards. The size of the late 12th century population may therefore have been closer to that of the mid-11th century, perhaps around 20,000-30,000, that is to say roughly the same size as Acre, Tyre, Florence or London in the same period. Along with these demographic fluctuations and the reduction of the area defended by city-walls, this paper analyses the impact of Christian rule on the town structures. From the conversion of the former Aqṣā Mosque as a royal palace, and then as the Temple’s headquarters, to the renovation of the Citadel as a small triangular-shaped fortress, and mostly to the important changes made in the Holy Sepulchre, with the enlargement of the church and the addition of an adjoining monastic cloister.
This paper concerns the development of an immersive VR application for the enhancement of an inaccessible old Castle in Corsano, a small village in Salento - Italy. Starting from the 3D reconstruction of the building, the project allowed the development of an interaction system aimed at providing the user with the historical information about the Castle. These contents come from the analysis of the tangible cultural heritage (such as the architectural elements, the furniture, the decorative motifs of the castle, and their evolution through the centuries), but also from the collection of intangible heritage, such as reminiscences on folk customs and traditions related to the context of the castle. Moreover, in order to evaluate the user experience of the developed application, some tests were carried out on a heterogeneous sample of users, obtaining positive feedback on the degree of immersiveness and sense of presence of the application.
AbstractFeedback is important to improve writing quality; however, to provide timely and personalized feedback is a time-intensive task. Currently, most literature focuses on providing (human or machine) support on product characteristics, especially after a draft is submitted. However, this does not assist students who struggle during the writing process. Therefore, in this study, we investigate the use of keystroke analysis to predict writing quality throughout the writing process. Keystroke data were analyzed from 126 English as a second language learners performing a timed academic summarization task. Writing quality was measured using participants’ final grade. Based on previous literature, 54 keystroke features were extracted. Correlational analyses were conducted to identify the relationship between keystroke features and writing quality. Next, machine learning models (regression and classification) were used to predict final grade and classify students who might need support at several points during the writing process. The results show that, in contrast to previous work, the relationship between writing quality and keystroke data was rather limited. None of the regression models outperformed the baseline, and the classification models were only slightly better than the majority class baseline (highest AUC = 0.57). In addition, the relationship between keystroke features and writing quality changed throughout the course of the writing process. To conclude, the relationship between keystroke data and writing quality might be less clear than previously posited.
There is always some aspect of meaning which appears to be difficult to capture and transmit to the target culture (TC) and it happens to be as important as any other denotative aspects. The primary purpose of this study is to account for the cultural losses resulting from overlooking “the translatability of emotiveness” in an autobiography titled I Saw Ramallah. This study underlies the problems which have resulted form not acting as a cultural insider in both the source and target cultures and relying on a specific translation strategy which did not take into account such emotive aspects of countless culture-bound expressions (CBEs): over-looking the rendition of emotive or culture-bound expressions constitutes an intercultural translation impediment for the target language (TL) readers. The corpus consists of a thorough analysis of excerpts from the autobiography of I Saw Ramallah with reference to the application of Kenneth Pike’s concept of “etic” and “emic” approach to translation.
WEN Wanzhi; JIANG Wenxuan; GE Wei; ZHU Kai; LI Xikai; WU Xuefei;
WEN Wanzhi; JIANG Wenxuan; GE Wei; ZHU Kai; LI Xikai; WU Xuefei;
Publisher: Editorial Department of Journal of Nantong University (Natural Science Edition)
The traditional named entity disambiguation technology usually relies on rich context and knowledge of external entities. However, many emerging entities lack knowledge bases and the text containing entities is short. These limitations make traditional algorithms unable to make full use of contextual semantic information. At the same time,due to the limitation of the number of effective samples, the final application scenarios of the algorithm are very limited. Based on the above defects, this paper proposes a deep learning-based entity disambiguation method combining bidirectional encoder representation from transformers(BERT) model and long short-term memory neural network.The main work are the following parts: 1) A word vector based on the BERT model is designed to obtain more information through fewer data samples. 2) In order to allow the long short-term memory neural networks to retain useful information and verify that the short text applies to the method of this article, this method segments the sentence samples. 3) This article uses the neural network intelligence(NNI) technology proposed by Microsoft, which makes it possible to quickly and efficiently obtain the optimal neural network hyperparameter. This study compares other different types of word vectors and neural network technology, confirming that the F-Measure value of the entity disambiguation technology based on deep learning used in this paper is higher.
The work presents Agnano RiVive, an immersive Virtual Reality application developed to be used within the Museum of Preclassical Civilizations of the Southern Murgia in Ostuni, which preserves the findings of the Archaeological and Naturalistic Park of Santa Maria di Agnano. The application gives the user the possibility to explore the Upper Paleolithic settlement and interact with the old manufacts. The goal is to conduct the user to assist in the burial ritual of Ostuni 1, the world's oldest mother found in this site. A fundamental element is the paleoenvironment representation made possible by archaeobotanical studies. User experience was evaluated by submitting the Presence Questionnaire to 25 users. The results showed high levels of Involvement and Visual/Audio Fidelity and a strong correlation between them. Starting from this preliminary work, we propose to expand language and content to make the application educational and attractive to all types of Museum visitors.
The Neolithic temples of Malta are large megalithic structures built between 3700 BC and 2400 BC. Around 30 temples have survived to present day, providing extensive evidence of Neolithic culture in the Maltese islands. However, while the temple walls are generally well preserved, there is a longstanding debate regarding the nature of the temples’ roofing, of which scarce indication remains. With material evidence existing both for wooden and stone roofs, new techniques are necessary to determine the overall plausibility of different roofing options. In this paper the possibility of a stone roof is tested using 3D simulation of stress within a temple model. By measuring the forces in play within the temple structure, and observing interesting architectural features in situ, the suggestion of a stone roof is reinforced. Temple walls appear to have been constructed with the direct aim of dispersing excessive weight, showing a complex understanding of architectural principles. Observations made by the study also have wider implications for the Maltese Neolithic, especially with regards to cultural transmission throughout the island and different generations.