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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Rettberg, Jill Walker; Berry, David M.; Borra, Erik; Helmond, Anne; +1 Authors

    This paper documents the results of an intensive "data sprint" method for undertaking data and algorithmic work using application programming interfaces (APIs), which took place during the Digital Method Initiative 2013 Winter School at the University of Amsterdam. During this data sprint, we developed a method to map the fields of Digital Humanities and Electronic Literature based on title recommendations from the largest online bookseller, Amazon, by retrieving similar purchased items from the Amazon API. A first step shows the overall Amazon recommendation network for Digital Humanities and allows us to detect clusters, aligned fields and bridging books. In a second step we looked into four country-specific Amazon stores (Amazon.com, Amazon.co.uk, Amazon.fr and Amazon.de) to investigate the specificities of the Digital Humanities in these four countries. The third step is a network of all books suggested for the Electronic Literature field in the four Amazon stores we searched, which offers a comparison to the field of Digital Humanities.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Norwegian Open Resea...arrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Norwegian Open Resea...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
    Authors: Cignoni P.; Scopigno R.; Callieri M.; Dellepiane M.;

    EPOCH (http://www.epoch-net.org/index.php) is a network of about a hundred European cultural institutions joining their efforts to improve the quality and effectiveness of the use of Information and Communication Technology for Cultural Heritage. Participants include university departments, research centres, heritage institutions, such as museums or national heritage agencies, and commercial enterprises, together endeavouring to overcome the fragmentation of current research in this field.

    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao ISTI Open Portalarrow_drop_down
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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      image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao ISTI Open Portalarrow_drop_down
      image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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  • Authors: Palamidese P.; Carreras F.; Coltelli P.;

    VBP, the Virtual Baptistery of Pisa, is a virtual reality prototype for cultural heritage presentation and communication. It combines education and entertainment methods to create a playful even though correct way to deliver artistic and cultural information. The virtual reality provides added values to the public with respect to the traditional media, as it lets group multimedia contents from various sources in a unique virtual environment. The visitor can see situations that he cannot see in a real visit - a reference to another monument, a cross section, architectural details that are too high up- and also situations that attract his attention and curiosity -lighting and acoustic effects, meet remotely connected visitors, ask questions to synthetic guides-. VBP presents a scenographic representation of the Baptistery of Pisa for interactive and distributed exploration. VBP contains the concepts of non linear intersecting storylines based on storytelling methods and techniques that can fits various levels of users. In addition it is a general framework for developing new stories, and for changing and adapting the ones already created. VBP requires an immersive stereo visualization system equipped with adequate audio and interaction devices. When the proper VR hardware is not available, it can run on the PC screen as well, though one looses immersion characteristics. The beta version has been released in 2003 while the final version has been planned at half 2005.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Zhang, Xiaoyu;

    In the past decade, the proliferation of data and the emergence of large language models have presented both opportunities and challenges in academia. The expanding volume of data, which records knowledge from various human activities, enables data-driven approaches to optimizing numerous aspects of industrial manufacturing and people's daily life. These improvements largely stem from machine learning models trained with this data. However, the industry still faces limitations in both extracting knowledge from large, unstructured, or heterogeneous datasets and transforming the extracted knowledge into actionable insights. This challenge is exacerbated in highly specialized domains where only a few analysts possess the expertise to interpret the data. Despite the recent advancements of large language models providing more intelligent assistance for many data analysis tasks, it remains essential to ensure that these machine learning models and the knowledge they encompass are safe to use and employed for social good with human verification.In my dissertation work, I develop visual analytics (VA) and human-computer interaction (HCI) methodologies for representing and interacting with various forms of knowledge and data, particularly text data. I propose a visual knowledge discovery framework that integrates human expertise with computational approaches throughout the knowledge discovery process, while also addressing the limited availability of domain experts and the increasing scale of data. Moreover, I investigate how visual analytics can efficiently and safely harness extensive knowledge from large machine learning models, enabling users to effectively steer the exploration process and make well-informed decisions. This dissertation presents six published research works organized around my visual knowledge discovery framework and its three key tasks: knowledge exploration, knowledge presentation, and knowledge exploitation. Firstly, I demonstrate how visual analytics can support knowledge exploration with large, high-dimensional, and heterogeneous data in the domain of manufacturing and machine maintenance. Subsequently, I introduce two knowledge presentation solutions for two distinct types of data—numerical data facts and unstructured text data. Lastly, I showcase three visually-assisted knowledge exploitation applications in various domains and scenarios, encompassing document summarization, technical text annotation, and data-driven machine learning model validation.My work demonstrates how mixed-initiative methods through visual analytics applications can resolve real-world challenges in highly-specialized domains. I leverage state-of-the-art machine learning techniques, particularly natural language processing models, while always involving domain practitioners in the loop. My approach facilitates communication among parties with mismatched knowledge levels, including domain experts, data analysts, computer scientists, and artificial intelligence. Meanwhile, I prioritize the critical role of human knowledge and integrate it into intelligent visualization interfaces that undergo qualitative evaluations. I believe that domain experts' insights, supervision, and verification are invaluable, regardless of how advanced machine learning techniques become. Through the projects outlined in this dissertation, I hope to encourage philosophical and social discussions surrounding the rapidly expanding field of artificial intelligence. Ultimately, my objective is to contribute to a future where intelligent visual analytics systems can augment and enhance human capabilities, enabling individuals to navigate through the potential challenges brought by advanced AI techniques.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ eScholarship - Unive...arrow_drop_down
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Grimaldi Clarkson, Christine A.;

    This thesis interprets the role the rock art at CA-MRP-402 played in the cultural landscape for the people who created the images. Located in Mariposa County, California, this site exhibits 103 rock art panels. By combining formal landscape methods, ritual theory, ethnography, field research, and excavation, this thesis explores the activities that took place at CA-MRP-402, how this site fits into the broader cultural landscape, and why the cultural landscape of this site attracted people to mark this place. These efforts reveal that ancient Native Americans intentionally altered the landscape of CA-MRP-402 to create an astronomical observation area and generate consistent equinoctial solar and shadow alignments. This area may have afforded a type of calendar that allowed shaman astronomers to know when it was time to perform necessary rituals. Most of the rock art at CA-MRP-402 was likely created by shaman astronomers as part of their ritual interactions with the celestial beings. This study also serves to validate this multifaceted contextual approach.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ eScholarship - Unive...arrow_drop_down
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  • Authors: Aliprandi, Carlo; Arraiza Irujo, Juan; Cuadros, Montse; Maier, Sebastian; +2 Authors

    Law Enforcement Agencies (LEAs) are increasingly more reliant on information and communication technologies and affected by a society shaped by the Internet and Social Media. The richness and quantity of information available from open sources, if properly gathered and processed, can provide valuable intelligence and help drawing inference from existing closed source intelligence. This paper presents CAPER, a state-of-the-art platform for the prevention of organised crime, created in cooperation with European LEAs. CAPER supports information sharing and multi-modal analysis of open and closed information sources, mainly based on Natural Language Processing (NLP) and Visual Analytics (VA) technologies.

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    Authors: Spanier, Felix;
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ North-West Universit...arrow_drop_down
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Vadim Bulitko; Sean Caulfield; Astrid Ensslin; Daniel Evans; +11 Authors

    DYSCORPIA: Future Intersections of the Body and Technology was a two-year interdisciplinary research project that brought together scholars from art and design, music, digital and medical humanities, radiology, computer science and contemporary dance in order to question what it means not to know the limits of our bodies in the face of new technologies. Over two years scholars cross-pollinated their research through seminars and public presentations. The project culminated in a large exhibition of artworks that were exhibited at Enterprise Square Galleries, Edmonton in 2019. The exhibition included over 50 works by international, national, local artists as well as students from the University of Alberta, that were organised under four themes: Stories in Flesh and Bytes, Virtual Consciousness and Artificial Bodies, Out on Our Limbs and Evolving Anatomies. This full color catalogue of the exhibition which includes 12 commissioned essays, full colour images of all the works in the exhibition, as well as a augmented reality gallery, the app for which can be found here https://www.dyscorpia.com/catalogue.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Education and Resear...arrow_drop_down
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  • Authors: Noblet, Axel; Caravaca, Gwénaël; Le Mouélic, Stéphane; Massé, Marion; +1 Authors

    Geomorphologic map (1:10 000) of the delta and landing ellipse of Mars2020 Perseverance rover in Jezero crater, Mars; The rover Perseverance of the Mars2020 mission will depart to Mars in July 2020 and land on Mars in February 2021. Its landing site, Jezero crater, has been selected due to the presence of two fan deltas, inlet and outlet valleys and a huge number of aqueous landforms (fluvial and lacustrine sediments).This morpho-stratigraphic map has been produced from orbital visible imagery and its interpretations take into account the orbital facies (layers, massive, etc.) and their stratigraphic relationships, the texture and albedo of terrains, without taking into account mineralogical data. The area studied here is centered around the landing area comprising the east of the fan delta and the west of the crater floor. The map has been done at 1:10,000 scale.

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    Authors: Rosson, Lois Ruby;

    This dissertation examines how the practice of astronomical illustration changed and expanded over the course of the twentieth century Space Age. In the United States, the post-war period transformed outer space into a geopolitically significant environment, reorienting the authoritative picturing of space from a practice housed primarily within European astronomical observatories to one with commercial viability in American science and popular culture. In the absence of cameras capable of rendering the space environment, individual illustrators filled in pictorial gaps by hand. Between the years of 1944 and 1987, illustrators developed an aesthetic of neutrality that visually signaled the scientific accuracy of their work. This aesthetic privileged a style of representation that mirrored the technical impartiality of cameras, collapsing distinctions between “most realistic” looking with “most photographic.” The visual clarity of photographic resolution became the standard for the most successful illustrations, even though most subjects depicted required a degree of artistic license to be made visible at all. This dissertation examines the visual techniques developed to reproduce photographic-looking illustrations of unphotographable places. The status of these images as utilitarian was negotiated via a complex web of group consensus and proximity to places like NASA, educational programming at planetariums, and public television. Examining midcentury astronomical illustration as a cultural product instead of neutral technical output offers a new entry point into the visual culture of the Space Age in the United States. This study underscores the way in which socially constructed expectations about the space environment were coded into objective-looking images.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Rettberg, Jill Walker; Berry, David M.; Borra, Erik; Helmond, Anne; +1 Authors

    This paper documents the results of an intensive "data sprint" method for undertaking data and algorithmic work using application programming interfaces (APIs), which took place during the Digital Method Initiative 2013 Winter School at the University of Amsterdam. During this data sprint, we developed a method to map the fields of Digital Humanities and Electronic Literature based on title recommendations from the largest online bookseller, Amazon, by retrieving similar purchased items from the Amazon API. A first step shows the overall Amazon recommendation network for Digital Humanities and allows us to detect clusters, aligned fields and bridging books. In a second step we looked into four country-specific Amazon stores (Amazon.com, Amazon.co.uk, Amazon.fr and Amazon.de) to investigate the specificities of the Digital Humanities in these four countries. The third step is a network of all books suggested for the Electronic Literature field in the four Amazon stores we searched, which offers a comparison to the field of Digital Humanities.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Norwegian Open Resea...arrow_drop_down
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    Authors: Cignoni P.; Scopigno R.; Callieri M.; Dellepiane M.;

    EPOCH (http://www.epoch-net.org/index.php) is a network of about a hundred European cultural institutions joining their efforts to improve the quality and effectiveness of the use of Information and Communication Technology for Cultural Heritage. Participants include university departments, research centres, heritage institutions, such as museums or national heritage agencies, and commercial enterprises, together endeavouring to overcome the fragmentation of current research in this field.

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  • Authors: Palamidese P.; Carreras F.; Coltelli P.;

    VBP, the Virtual Baptistery of Pisa, is a virtual reality prototype for cultural heritage presentation and communication. It combines education and entertainment methods to create a playful even though correct way to deliver artistic and cultural information. The virtual reality provides added values to the public with respect to the traditional media, as it lets group multimedia contents from various sources in a unique virtual environment. The visitor can see situations that he cannot see in a real visit - a reference to another monument, a cross section, architectural details that are too high up- and also situations that attract his attention and curiosity -lighting and acoustic effects, meet remotely connected visitors, ask questions to synthetic guides-. VBP presents a scenographic representation of the Baptistery of Pisa for interactive and distributed exploration. VBP contains the concepts of non linear intersecting storylines based on storytelling methods and techniques that can fits various levels of users. In addition it is a general framework for developing new stories, and for changing and adapting the ones already created. VBP requires an immersive stereo visualization system equipped with adequate audio and interaction devices. When the proper VR hardware is not available, it can run on the PC screen as well, though one looses immersion characteristics. The beta version has been released in 2003 while the final version has been planned at half 2005.

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    Authors: Zhang, Xiaoyu;

    In the past decade, the proliferation of data and the emergence of large language models have presented both opportunities and challenges in academia. The expanding volume of data, which records knowledge from various human activities, enables data-driven approaches to optimizing numerous aspects of industrial manufacturing and people's daily life. These improvements largely stem from machine learning models trained with this data. However, the industry still faces limitations in both extracting knowledge from large, unstructured, or heterogeneous datasets and transforming the extracted knowledge into actionable insights. This challenge is exacerbated in highly specialized domains where only a few analysts possess the expertise to interpret the data. Despite the recent advancements of large language models providing more intelligent assistance for many data analysis tasks, it remains essential to ensure that these machine learning models and the knowledge they encompass are safe to use and employed for social good with human verification.In my dissertation work, I develop visual analytics (VA) and human-computer interaction (HCI) methodologies for representing and interacting with various forms of knowledge and data, particularly text data. I propose a visual knowledge discovery framework that integrates human expertise with computational approaches throughout the knowledge discovery process, while also addressing the limited availability of domain experts and the increasing scale of data. Moreover, I investigate how visual analytics can efficiently and safely harness extensive knowledge from large machine learning models, enabling users to effectively steer the exploration process and make well-informed decisions. This dissertation presents six published research works organized around my visual knowledge discovery framework and its three key tasks: knowledge exploration, knowledge presentation, and knowledge exploitation. Firstly, I demonstrate how visual analytics can support knowledge exploration with large, high-dimensional, and heterogeneous data in the domain of manufacturing and machine maintenance. Subsequently, I introduce two knowledge presentation solutions for two distinct types of data—numerical data facts and unstructured text data. Lastly, I showcase three visually-assisted knowledge exploitation applications in various domains and scenarios, encompassing document summarization, technical text annotation, and data-driven machine learning model validation.My work demonstrates how mixed-initiative methods through visual analytics applications can resolve real-world challenges in highly-specialized domains. I leverage state-of-the-art machine learning techniques, particularly natural language processing models, while always involving domain practitioners in the loop. My approach facilitates communication among parties with mismatched knowledge levels, including domain experts, data analysts, computer scientists, and artificial intelligence. Meanwhile, I prioritize the critical role of human knowledge and integrate it into intelligent visualization interfaces that undergo qualitative evaluations. I believe that domain experts' insights, supervision, and verification are invaluable, regardless of how advanced machine learning techniques become. Through the projects outlined in this dissertation, I hope to encourage philosophical and social discussions surrounding the rapidly expanding field of artificial intelligence. Ultimately, my objective is to contribute to a future where intelligent visual analytics systems can augment and enhance human capabilities, enabling individuals to navigate through the potential challenges brought by advanced AI techniques.

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    Authors: Grimaldi Clarkson, Christine A.;

    This thesis interprets the role the rock art at CA-MRP-402 played in the cultural landscape for the people who created the images. Located in Mariposa County, California, this site exhibits 103 rock art panels. By combining formal landscape methods, ritual theory, ethnography, field research, and excavation, this thesis explores the activities that took place at CA-MRP-402, how this site fits into the broader cultural landscape, and why the cultural landscape of this site attracted people to mark this place. These efforts reveal that ancient Native Americans intentionally altered the landscape of CA-MRP-402 to create an astronomical observation area and generate consistent equinoctial solar and shadow alignments. This area may have afforded a type of calendar that allowed shaman astronomers to know when it was time to perform necessary rituals. Most of the rock art at CA-MRP-402 was likely created by shaman astronomers as part of their ritual interactions with the celestial beings. This study also serves to validate this multifaceted contextual approach.

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  • Authors: Aliprandi, Carlo; Arraiza Irujo, Juan; Cuadros, Montse; Maier, Sebastian; +2 Authors

    Law Enforcement Agencies (LEAs) are increasingly more reliant on information and communication technologies and affected by a society shaped by the Internet and Social Media. The richness and quantity of information available from open sources, if properly gathered and processed, can provide valuable intelligence and help drawing inference from existing closed source intelligence. This paper presents CAPER, a state-of-the-art platform for the prevention of organised crime, created in cooperation with European LEAs. CAPER supports information sharing and multi-modal analysis of open and closed information sources, mainly based on Natural Language Processing (NLP) and Visual Analytics (VA) technologies.

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    Authors: Spanier, Felix;
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    Authors: Vadim Bulitko; Sean Caulfield; Astrid Ensslin; Daniel Evans; +11 Authors

    DYSCORPIA: Future Intersections of the Body and Technology was a two-year interdisciplinary research project that brought together scholars from art and design, music, digital and medical humanities, radiology, computer science and contemporary dance in order to question what it means not to know the limits of our bodies in the face of new technologies. Over two years scholars cross-pollinated their research through seminars and public presentations. The project culminated in a large exhibition of artworks that were exhibited at Enterprise Square Galleries, Edmonton in 2019. The exhibition included over 50 works by international, national, local artists as well as students from the University of Alberta, that were organised under four themes: Stories in Flesh and Bytes, Virtual Consciousness and Artificial Bodies, Out on Our Limbs and Evolving Anatomies. This full color catalogue of the exhibition which includes 12 commissioned essays, full colour images of all the works in the exhibition, as well as a augmented reality gallery, the app for which can be found here https://www.dyscorpia.com/catalogue.

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  • Authors: Noblet, Axel; Caravaca, Gwénaël; Le Mouélic, Stéphane; Massé, Marion; +1 Authors

    Geomorphologic map (1:10 000) of the delta and landing ellipse of Mars2020 Perseverance rover in Jezero crater, Mars; The rover Perseverance of the Mars2020 mission will depart to Mars in July 2020 and land on Mars in February 2021. Its landing site, Jezero crater, has been selected due to the presence of two fan deltas, inlet and outlet valleys and a huge number of aqueous landforms (fluvial and lacustrine sediments).This morpho-stratigraphic map has been produced from orbital visible imagery and its interpretations take into account the orbital facies (layers, massive, etc.) and their stratigraphic relationships, the texture and albedo of terrains, without taking into account mineralogical data. The area studied here is centered around the landing area comprising the east of the fan delta and the west of the crater floor. The map has been done at 1:10,000 scale.

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    Authors: Rosson, Lois Ruby;

    This dissertation examines how the practice of astronomical illustration changed and expanded over the course of the twentieth century Space Age. In the United States, the post-war period transformed outer space into a geopolitically significant environment, reorienting the authoritative picturing of space from a practice housed primarily within European astronomical observatories to one with commercial viability in American science and popular culture. In the absence of cameras capable of rendering the space environment, individual illustrators filled in pictorial gaps by hand. Between the years of 1944 and 1987, illustrators developed an aesthetic of neutrality that visually signaled the scientific accuracy of their work. This aesthetic privileged a style of representation that mirrored the technical impartiality of cameras, collapsing distinctions between “most realistic” looking with “most photographic.” The visual clarity of photographic resolution became the standard for the most successful illustrations, even though most subjects depicted required a degree of artistic license to be made visible at all. This dissertation examines the visual techniques developed to reproduce photographic-looking illustrations of unphotographable places. The status of these images as utilitarian was negotiated via a complex web of group consensus and proximity to places like NASA, educational programming at planetariums, and public television. Examining midcentury astronomical illustration as a cultural product instead of neutral technical output offers a new entry point into the visual culture of the Space Age in the United States. This study underscores the way in which socially constructed expectations about the space environment were coded into objective-looking images.

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