{"title":"International Teaching and Research in Hypertext","authors":"Claus Atzenbeck, Jaesook Cheong","doi":"10.1145/3465336.3475124","DOIUrl":"https://doi.org/10.1145/3465336.3475124","url":null,"abstract":"This paper presents a way for the hypertext community to gain strength and contribute to other fields of research by joining forces. It discusses the challenges that need to be addressed with respect to geographically scattered students and scholars, interdisciplinary courses, and students with various foreknowledge. We propose the INTR/HT project, a platform that aims for bringing hypertext scholars and students together worldwide. The interdisciplinary approach fosters creativity in the context of hypertext and is valuable for educating and supporting the next generation of hypertext scholars and researchers.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117012117","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multimodality and Hypertext: Theoretical and Empirical Considerations","authors":"J. Bateman, Tuomo Hiippala","doi":"10.1145/3465336.3475091","DOIUrl":"https://doi.org/10.1145/3465336.3475091","url":null,"abstract":"One important contribution commonly ascribed to hypertext is the ability to combine different forms of expression, and so be considered 'multimodal' (or, at least, 'multimedial'). On closer analysis, however, theorizing just what this entails has remained limited. Similarly to the situation that long held concerning 'written' texts, it is too easily assumed that different modalities, sometimes labelled with terms such as 'text' or 'image', combine 'naturally' and so users should be able to follow such combinations with relative ease. Research on literacy, particularly with respect to contemporary media configurations, has shown this assumption to be false. Constructing coherent interpretations of combinations of modalities can be far from straightforward, even when supported by good interface design; with poor design, which from the perspective of displayed 'documents' is unfortunately rather common, finding intended interpretations can present significant challenges. Now, when translated to the even more complex medial environment of hypertext, these potential problems are magnified considerably. Moreover, traditional considerations of where the 'boundaries' of hypertext might lie are now being redrawn as hypertext and the increasingly 'hyper'-connected medial world become increasingly permeable. The entire multimodal world of social media and participatory digital cultures might then be considered from a hypertext perspective, but research on hypertext itself lacks conceptual tools with the power necessary to engage with that world. Simple 'extensions' of traditional notions of hypertext are likely to prove insufficient for a full-blown account of multimodality. In this talk we address these concerns from the perspective of current developments in multimodality studies, where the starting point is communication as such, regardless of the expressive forms that are used for that communication and whether communication is mediated computationally, via interlinked artefacts and pathways, or by cross-linked practices of digital and non-digital use. In short, current medial practices demand that hypertext be seen not simply as, for example, a shift from page-based documents to video, but as a further computationally supported environment for the development and deployment of core multimodal theoretical constructs such as semiotic modes, media and genres. We introduce these concepts and show several practical examples of processing from ongoing projects with a variety of media.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132642006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reductio ad absurdum?: From Analogue Hypertext to Digital Humanities","authors":"Terhi Nurmikko-Fuller, Paul Pickering","doi":"10.1145/3465336.3475107","DOIUrl":"https://doi.org/10.1145/3465336.3475107","url":null,"abstract":"In this paper we report on a complex and complete archive of historical primary sources that map the political landscape of the anglophone world in the mid-to late 1800s. The ruthless pragmatism applied to the construction of the initial Humanities dataset resulted in an analogue equivalent of a hypertext system, which has already resulted in published academic books and articles. Here, we describe the processes of a current project, which consists of the translation of this analogue information aggregation system into a graph database using Linked Data and semantic Web technologies.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121254546","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Improving Diversity in Engineering: A Data-Driven Approach to Support Resource Mobilization and Participation in Hashtag Activism Campaigns","authors":"Habib Karbasian, Hemant Purohit, A. Johri","doi":"10.1145/3465336.3475103","DOIUrl":"https://doi.org/10.1145/3465336.3475103","url":null,"abstract":"A critical barrier facing engineering is inclusiveness of women in the profession. In recent years, engineering diversity advocates have taken to social media platforms to raise awareness of the issue and redress this problem. A recurring challenge for their initiatives though is attracting and mobilizing participants efficiently. For a successful mobilization campaign, organizers need real-time information about their users and also need to understand what messaging works to attract and mobilize them. We hypothesize that participants in any given campaign related to engineering diversity will also be interested in other campaigns related to that issue. Furthermore, since the primary signal for a social media campaign is a hashtag, by using clustering patterns of various co-occurring hashtags along with relevant topics and relatable sentiments, we can better understand participation and also mobilize users for the target campaign. To empirically examine our hypothesis, we study two diversity hashtag activism campaigns on Twitter (#ILookLikeAnEngineer and #WomenInEngineering) using a real-time predictive analytics framework. We design and evaluate the framework with a set of novel features that uses retweetability as an indicator of participation. Our result analysis for topical features found that monetary gain and advertisement-oriented content were less likely to be propagated in the campaigns whereas messaging aligned directly with the issue at hand such as breaking stereotypes in engineering was deemed more retweetable and engaging. In terms of sentiments, informal tone in the messages were considered desirable whereas short-form messaging were not very popular in either movements. These analytical insights can inform activists in effective resource mobilization through message content design, in order to expand the reach of an activism campaign. Our work shows how data-driven techniques can assist in increasing the participation of women in engineering education and the workforce.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123343125","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Examining Global Mobile Diffusion and Mobile Gender Gaps through Facebook's Advertising Data","authors":"Nazanin Sabri, R. Kashyap, Ingmar Weber","doi":"10.1145/3465336.3475120","DOIUrl":"https://doi.org/10.1145/3465336.3475120","url":null,"abstract":"Social media advertising data, particularly data from Facebook's advertising platform, have been successfully used for monitoring population and development indicators, with an emphasis on monitoring digital gender inequality. This paper contributes to this literature by assessing the feasibility of the attribute of user behavior of \"using a mobile device for X months\" available from Facebook's advertising platform to understand short-term global mobile diffusion dynamics and mobile phone gender gaps. We compare this attribute with other features of the platform to form a better understanding of the data and the digital behaviours they capture, and show how this Facebook attribute relates to mobile phone penetration rates and gender gaps in mobile access. We find that this \"Uses a mobile device (X months)\" advertising targeting attribute can be used as a proxy for changes in mobile phone penetration rates, especially among younger users, and that it captures cross-national variation in mobile gender gaps. We further find that countries with larger gender gaps disfavoring women are comparatively more gender-equal among the most recently joined cohort.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133275579","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shabnam Najafian, Tim Draws, F. Barile, M. Tkalcic, Jiekun Yang, N. Tintarev
{"title":"Exploring User Concerns about Disclosing Location and Emotion Information in Group Recommendations","authors":"Shabnam Najafian, Tim Draws, F. Barile, M. Tkalcic, Jiekun Yang, N. Tintarev","doi":"10.1145/3465336.3475104","DOIUrl":"https://doi.org/10.1145/3465336.3475104","url":null,"abstract":"Recent research has shown that explanations serve as an important means to increase transparency in group recommendations while also increasing users' privacy concerns. However, it is currently unclear what personal and contextual factors affect users' privacy concerns about various types of personal information. This paper studies the effect of users' personality traits and preference scenarios ---having a majority or minority preference--- on their privacy concerns regarding location and emotion information. To create natural scenarios of group decision-making where users can control the amount of information disclosed, we develop TouryBot, a chat-bot agent that generates natural language explanations to help group members explain their arguments for suggestions to the group in the tourism domain. We conducted a user study in which we instructed 541 participants to convince the group to either visit or skip a recommended place. Our results show that users generally have a larger concern regarding the disclosure of emotion compared to location information. However, we found no evidence that personality traits or preference scenarios affect privacy concerns in our task. Further analyses revealed that task design (i.e., the pressure on users to convince the group) had an effect on participants' emotion-related privacy concerns. Our study also highlights the utility of providing users with the option of partial disclosure of personal information, which appeared to be popular among the participants.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124399567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Rotten and Possessed: Control and Hellblade: Senua's Sacrifice as Models of Outmersive Game Design","authors":"PS Berge","doi":"10.1145/3465336.3475094","DOIUrl":"https://doi.org/10.1145/3465336.3475094","url":null,"abstract":"Control (Remedy Entertainment) and Hellblade: Senua's Sacrifice (Ninja Theory) demonstrate the potential for game design that defies expectations of immersive gameplay and embodied avatars. Building on game scholarship that recognizes 'immersion' as a \"double-axis of incorporation\" [8] consisting of a \"complex interplay of actual and virtual worlds as perceived through a dually embodied player\" [26,p. 73], we can see how these games achieve powerful moments of coattention through outmersive game design-deliberately alienating the player from an embodied avatar experience. Outmersion,a term coined by Gonzalo Frasca, offers a broader categorization for games that procedurally engender \"critical distance\" by directing player attention to and outside of the game itself [16]. This article uses close-play to explore how the characters of Jesse Faden in Control and Senua in Hellblade make use of the 'coinhabited avatar' trope-in which the avatar is possessed by non-player entities. This article identifies shared outcomes in the outmersive design of these characters, namely that they: 1) directly invoked the player 2) complicated the player's place in the avatar body 3) deceived the player 4) took agency from the player and 5) referenced game structures directly. Through outmersion, these games created provocative moments of player attention and reflection, simultaneously interrogating assumptions of power, rules, and embodiment. This article advocates for further exploration of outmersive game and interactive narrative design to challenge dominant presumptions about player-avatar interactions.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125977825","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards Understanding Complex Known-Item Requests on Reddit","authors":"F. Meier, Toine Bogers, Maria Gäde, L. E. Thomsen","doi":"10.1145/3465336.3475096","DOIUrl":"https://doi.org/10.1145/3465336.3475096","url":null,"abstract":"Given the important role of search engines in our everyday lives, a better understanding of the information needs that guide our information seeking behavior is essential. Known-item needs form a particular type of information need and occur when a user has a limited but concrete description of an existing object and would like to (re-)find it. Most studies of know-item needs have focused on the short query representations of these needs as they occur in search engine logs. In this article, we focus on richer, more complex known-item need representations posted to six dedicated Reddit discussion forums in the casual leisure domain. An analysis of 462 known-item requests from these subreddits revealed 33 different relevance aspects of items in a variety of different domains. Some of these aspects are highly domain-specific, while others are broadly applicable across domains. The domain %of the item sought also has a strong influence on the length of the known-item requests. Our findings can be used to prioritize efforts to help existing search engines better support known-item needs, both by highlighting which aspects are easier to classify automatically and by determining which information sources should be added to a search engine's index.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121538646","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Simple Language Independent Approach for Distinguishing Individuals on Social Media","authors":"Guangyuan Piao","doi":"10.1145/3465336.3475092","DOIUrl":"https://doi.org/10.1145/3465336.3475092","url":null,"abstract":"Nowadays, the large-scale human activity traces on social media platforms such as Twitter provide new opportunities for various research areas such as mining user interests, understanding user behaviors, or conducting social science studies in a large scale. However, social media platforms contain not only individual accounts but also other accounts that are associated with non-individuals such as organizations or brands. Therefore, distinguishing individuals out of all accounts is crucial when we conduct research such as understanding human behavior based on data retrieved from those platforms. In this paper, we propose a language-independent approach for distinguishing individuals from non-individuals with the focus on leveraging their profile images, which has not been explored in previous studies. Extensive experiments on two datasets show that our proposed approach can provide competitive performance with state-of-the-art language-dependent methods, and outperforms alternative language-independent ones.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127937218","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Queerness and Modification in Mainstream and Indie Games: Examining Problems with Queer Representation in Video Games and Exploring Design Solutions","authors":"K. Howard","doi":"10.1145/3465336.3475114","DOIUrl":"https://doi.org/10.1145/3465336.3475114","url":null,"abstract":"In this paper I address a problem related to video game culture with which modding has often engaged: the way queerness is portrayed in video games. I examine how mainstream games, indie games, and fan-created modifications relate to issues with queerness in video games. My goal is to analyze the ways in which modification can help players explore some of the problems surrounding portrayals of queerness in mainstream games. I also focus on the lessons that game designers and modders can learn from more positive portrayals of queerness in indie games. Overall, I suggest that considerations about a game's mainstream or indie status influence how both developers and players relate to queerness in games and argue that modding is a powerful way for players to engage with and explore issues with queerness found in mainstream games.","PeriodicalId":325072,"journal":{"name":"Proceedings of the 32nd ACM Conference on Hypertext and Social Media","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133038377","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}