Tech Reports
Tech Report KMI-06-19 Abstract
Visualising Discourse Coherence in Non-Linear Documents
Techreport ID: KMI-06-19
Date: 2006
Author(s): Clara Mancini, Donia Scott and Simon Buckingham Shum
To produce coherent linear documents, Natural Language Generation systems have traditionally exploited the structuring role of textual discourse markers such as relational and referential phrases. These coherence markers of the traditional notion of text, however, do not work in non-linear documents: a new set of graphical devices is needed together with formation rules to govern their usage, supported by sound theoretical frameworks. If in linear documents graphical devices such as layout and formatting complement textual devices in the expression of discourse coherence, in non-linear documents they play a more important role. In this paper, we present our theoretical and empirical work in progress, which explores new possibilities for expressing coherence in the generation of hypertext documents.
Publication(s):
Mancini, C., Scott, D. and Buckingham Shum, S.J. (2006). Visualising Discourse Coherence in Non-Linear Documents. Traitement Automatique des Langues, (Special Issue on Computational Approaches to Document and Discourse, Eds. Marie-Paule Péry-Woodley & Donia Scott), 47, (1). PrePrint available as: http://kmi.open.ac.uk/publications/pdf/KMI-TR-06-19.pdf
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.
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