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Hypertext: An Introduction and Survey

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  • CogNexus Institute, CogNexus Group
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... Ela pode ser definida como é um conjunto de blocos de informação interligados, estes podem ser formados por textos ou qualquer outro tipo de mídia (imagem, áudio, vídeo). Os blocos de informação são chamados de nós e as ligações fornecem uma estrutura para a descrição do conteúdo [Conklin, 1987]. Apesar de possuir uma estrutura ela não é sequencial. ...
Conference Paper
Este artigo apresenta uma ferramenta que auxilia a criação de hiperlivros adaptativos, um editor visual que gera hiperlivros obedecendo às especificações de um sistema de autoria de hiperlivros adaptativos na Internet, previamente desenvolvido. A hipermídia é usada em diversos tipos de aplicação, mas o foco de atuação do sistema de autoria e da ferramenta desenvolvida é na geração de hiperlivros destinados à Área de Educação à Distância. O uso de ferramentas de autoria é a evolução lógica de grande parte dos sistemas hipermídia adaptativos, e esta foi desenvolvida na Internet visando transpor as barreiras de acesso e distribuição além de garantir independência de plataforma.
... The advent of computers has enabled the creation of reading environments that transcend the limitations of static print media and, instead, allow knowledge workers to interact with and explore text dynamically [78,79]. Hypertext [19] interconnected scattered text and documents, and this concept has been widely adopted in many reading tools today (e.g., Amazon Kindle's in-situ definitions [3], and Wikipedia's page previews [60]). Expanding on hypertext, fluid documents [11] and fluid links [85] restructure documents to incorporate this linked content within the document, and various interfaces provide links between text and other document objects, such as tables [42] or visualizations [7]. ...
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Research consumption has been traditionally limited to the reading of academic papers-a static, dense, and formally written format. Alternatively, pre-recorded conference presentation videos, which are more dynamic, concise, and colloquial, have recently become more widely available but potentially under-utilized. In this work, we explore the design space and benefits for combining academic papers and talk videos to leverage their complementary nature to provide a rich and fluid research consumption experience. Based on formative and co-design studies, we present Papeos, a novel reading and authoring interface that allow authors to augment their papers by segmenting and localizing talk videos alongside relevant paper passages with automatically generated suggestions. With Papeos, readers can visually skim a paper through clip thumbnails, and fluidly switch between consuming dense text in the paper or visual summaries in the video. In a comparative lab study (n=16), Papeos reduced mental load, scaffolded navigation, and facilitated more comprehensive reading of papers.
... Cf.Conklin (1987), hipertexto é definido como uma combinação de texto em linguagem natural com a capacidade de pesquisa interativa e exibição dinâmica de um texto não-linear. ...
Article
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Este artigo tem por objetivo repensar a formação do futuro docente e sua atuação nas salas de aulas com estudantes surdos. A Libras é uma exigência nas licenciaturas porque se compreende que o estabelecimento de uma comunicação funcional com pessoas surdas é determinante para o processo de ensino e aprendizagem, razão pela qual os profissionais da educação devem ser, assim, instrumentalizados com a língua. Para tanto, essa pesquisa se apresenta por meio de uma análise documental, com abordagem qualitativa, realizando um recorte voltado para o exame das bibliografias básicas, definição da disciplina nas ementas e carga horária da disciplina de Língua Brasileira de Sinais – Libras. Além disso, atentamo-nos também para os objetivos disponibilizados em seus Projetos Pedagógicos Curriculares (PPCs), apresentados na disciplina de Libras dos cursos de Licenciatura em Música das instituições de ensino superior (IES) públicas do Brasil, de modo a oferecer possíveis contribuições a fim de potencializar a prática educacional do futuro professor de música.
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O presente artigo traz um estudo de caso do desenvolvimento de um artigo na plataforma Wikipédia. O objetivo é problematizar a noção de design criada a partir de pressupostos disciplinares, considerando seu papel em um sistema cujo funcionamento envolve não apenas o gerenciamento de divergências, mas a explicitação das mesmas. Um breve panorama dos fatores colaborativos na construção do conhecimento enciclopédico é apresentado, seguido de pressupostos estabelecidos pela literatura do design colaborativo e do crowdsourcing. A página da empresa Brasil Paralelo é analisada a partir da disposição de seu conteúdo, histórico de construção e elementos de apresentação. Como discussão do caso, o conceito de cosmograma é proposto como chave de entendimento para um possível papel do design no contexto da Wikipédia.
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This research was conducted to investigate the hyperlink browsing behavior of users on the Web. Searchers use the Web to find information through reviewing, browsing, and following the hyperlinks. To access Web pages that provide relevant information, users have to continuously judge the relevance of the links and at the same time use signs and clues that web page elements provide them for orientation and pathfinding. In this research, elements related to information systems (the Web) on the one hand, and users’ characteristics on the other hand have been taken into consideration. Also, users’ interaction, i.e., the process of relevance judgment, decision-making about the selection of links and following them, orientation, and web page evaluation are explored in the context of the hyperlinked environment. A mixed (quantitative & qualitative) method was used and data were collected in three ways, namely through a "questionnaire", "log files" and "thinking aloud" during the users' browsing sessions. Sixty graduate students of Ferdowsi University participated in the study and their browsing behaviors were observed and documented. Findings indicate that there are no significant differences between users with different individual characteristics in their judgment regarding the importance of the relevance criteria. However, there are significant differences between users with different educational backgrounds and levels in their perception of the Web page elements. Also, there are significant correlations between users' computer and search experience and skills and their perception of the Web page elements, orientation, and performance. Another finding is that male and female web users do not significantly differ in their perception of the web page elements, orientation, and performance. As a final result of this research, a model of the user’s browsing behavior is developed for the hyperlink environment.
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In recent years the use of hypermedia environments has gained significant attention in language classrooms. These environments have been used mostly for general English classes. However, it seems vital to utilize hypermedia reading texts at the academic EFL postgraduate level. On the other hand, considering the principle of dual presentation of information in cognitive theory of multimedia learning, there is a need to accommodate postgraduate EFL learners' different sensory pathways in order to present information in the appropriate form based on their needs.
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This paper aims at the principled design of a computational environment; it aims at being as explicit as possible about the space of possibilities and about the assumptions made in choosing from among them in the design process. The point is to develop a more systematic, if not yet scientific, basis for the design of complex but understandable artifacts. The particular object of design here is a simple but multifunctional system for naive and inexperienced users. We begin theoretically by elaborating the notion of understandability, the key characteristic for which we must design. We present various models people can make of computational systems, each with its own learning curve, advantages, and disadvantages. Then we propose a pragmatic framework for a particular system. The framework includes the principle of naive realism: that users should be able to pretend that they see the system itself in the display. It also includes the pervasive use of a spatial metaphor whereby users' commonsense spatial knowledge is used to make the system easy to understand. The theoretical and pragmatic levels are linked, in that a number of important decisions about issues (such as reference, scoping and the meaning of evaluation) are based on the theoretical modeling considerations.
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Even though many of the essential notions of hypertext were first contained in the description of a “memex,” written by Vannevar Bush in 1945 [Bus45], there are today only a few scattered implementations of hypertext, let alone any serious use of it in a CAD environment. In what follows, we describe what hypertext is all about. We describe a prototype hypertext system, named Neptune, that we have built. We show how it is useful, especially its broad applicability to CAD.
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NoteCards is an extensible environment designed to help people formulate, structure, compare, and manage ideas. NoteCards provides the user with a “semantic network” of electronic notecards interconnected by typed links. The system provides tools to organize, manage, and display the structure of the network, as well as a set of methods and protocols for creating programs to manipulate the information in the network. NoteCards is currently being used by more than 50 people engaged in idea processing tasks ranging from writing research papers through designing parts for photocopiers. In this paper we briefly describe NoteCards and the conceptualization of idea processing tasks that underlies its design. We then describe the NoteCards user community and several prototypical NoteCards applications. Finally, we discuss what we have learned about the system's strengths and weaknesses from our observations of the NoteCards user community.
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A hypermedia system provides a tool for cooperative work by allowing writers and designers to share a network of linked documents where they can create documents, link their own and others' documents together, and leave notes for one another. This paper discusses issues that designers need to address in the development of hypermedia systems. Major issues involve what kind of linking, contexts, and visual modeling the system provides. The composite of the answers to these issues determines the nature of the hypermedia system and how useful it is to those using it as a tool for cooperative work. The following presents a variety of solutions including those that developers at the Institute for Research in Information and Scholarship implemented in the creation of Intermedia.