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Tech Report kmi-04-28 Abstract


Modelling Naturalistic Argumentation in Research Literatures: Representation and Interaction Design Issues
Techreport ID: kmi-04-28
Date: 2004
Author(s): Simon J. Buckingham Shum, Victoria Uren, Gangmin Li, Bertrand Sereno, Clara Mancini
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This paper characterises key weaknesses in the ability of current digital libraries to support scholarly inquiry, and as a way to address these, proposes computational services grounded in semiformal models of the naturalistic argumentation commonly found in research lteratures. It is argued that a design priority is to balance formal expressiveness with usability, making it critical to co-evolve the modelling scheme with appropriate user interfaces for argument construction and analysis. We specify the requirements for an argument modelling scheme for use by untrained researchers, describe the resulting ontology, contrasting it with other domain modelling and semantic web approaches, before discussing passive and intelligent user interfaces designed to support analysts in the construction, navigation and analysis of scholarly argument structures in a Web-based environment.

Publication(s):

Buckingham Shum, S.J., Uren, V.S., Li, G., Sereno, B. and Mancini, C. (2007) Modelling Naturalistic Argumentation in Research Literatures: Representation and Interaction Design Issues. International Journal of Intelligent Systems, (Special Issue on Computational Models of Natural Argumentation), 22, (1), pp.17-47
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

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.