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Hypermedia

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Title: Hypermedia


1
Hypermedia
  • Cognitive Science 2006
  • Desereah Esquivel
  • Morgan Grant
  • Paige Burkham

2
Hypermedia
  • HypermediaA term used as a logical extension of
    the term hypertext, in which audio, video, plain
    text, and non-linear hyperlinks intertwine to
    create a generally non-linear medium of
    information.
  • This contrasts with multimedia, which, although
    often capable of random access in terms of the
    physical medium, is essentially linear in nature.
  • The difference should also be noted with
    hypergraphics or super-writing which is a
    Lettrist form from the 1950s which systemizes
    creativity across disciplines.

3
Hypermedia (cont.)
  • The World Wide Web is a classic example of
    hypermedia, whereas a movie on a DVD is an
    example of standard multimedia. The lines between
    the two can (and often do) blur depending on how
    a particular technological medium is implemented.
  • The first hypermedia system was the Aspen Movie
    Map.
  • (compliments of http//en.wikipedia.org/wiki/Hyper
    media)

4
Hypertext
  • In computing, hypertext is a user interface
    paradigm for displaying documents which,
    according to an early definition (Nelson 1970),
    "branch or perform on request."
  • The most frequently discussed form of hypertext
    document contains automated cross-references to
    other documents called hyperlinks.
  • Selecting a hyperlink causes the computer to
    display the linked document within a very short
    period of time.

5
Hypertext (cont.)
  • A document can be static (prepared and stored in
    advance) or dynamically generated (in response to
    user input). A well-constructed hypertext system
    can encompass, incorporate or supersede many
    other user interface paradigms like menus and
    command lines, and can be used to access both
    static collections of cross-referenced documents
    and interactive applications.
  • The documents and applications can be local or
    can come from anywhere with the assistance of a
    computer network like the Internet.
  • The most famous implementation of hypertext is
    the World Wide Web.
  • The term "hypertext" is often used where the term
    hypermedia would be more appropriate.

6
Components of Hypertext
  • Nodes
  • Composites
  • Link Anchor
  • Link Markers
  • Links

7
Subfields of Hypertext
  • Adaptive hypertext- employ a user model to
    customize node content and filter the available
    link set.  Adaptive hypertext systems try to
    guide users towards interesting and relevant
    information and shield them from irrelevant
    information
  • Hypertext design- concerns analysis and design
    methodologies for creating hypertext systems. 
    Hypertext design differs from standard design
    techniques due to its emphasis on links as first
    class objects and navigation.
  • Evaluation- techniques that judge the ability for
    users to navigate effectively within a hypertext
    web and remain oriented when jumping into the web
    at random

8
Subfields of Hypertext (cont.)
  • Writing- authors of this literature work in a
    non-linear creativity space in which they design
    not only content, but also link structure,
    structual features and navigation.
  • Hypertext functionality- group that studies
    techniques for applying hypertext constructs and
    features to the everyday, non-hypertext
    applications found in business, engineering and
    personal applications.
  • Open hypertext systems and standards- group that
    studies ways for different hypertext systems to
    coordinate information and services over the
    internet.

9
Advantages of Hypermedia
  • The ability to quickly follow associations and
    look up related material. References can be
    traced both back-wards and forward in a way which
    can be difficult and time consuming with printed
    media.
  • The user can annotate the material and create new
    references. Information can also be structured in
    a variety of ways. Multiple organizations of the
    same material allow for specialized structures
    for different user categories.
  • Hypermedia has a strong potential for learning
    applications since learning by exploration might
    be facilitated in a natural way. The student can
    browse the material and find new information as
    she explores a subject area. Concepts encountered
    can trigger new ideas, and chains of associations
    can be followed in a convenient manner

10
Advantages of Hypermedia (cont.)
  • Ease of browsing might increase the risk that the
    learner skips through the material much to hasty,
    and thus get a shallow and fragmented conception
    of the subject.
  • The risk of getting disoriented can result in
    confusion rather than understanding, especially
    if the user jumps around between different nodes
    in a more or less random manner.
  • Using a hypermedia system involves a certain
    cognitive overhead. The problems is that the user
    has to interact with the system in order to
    accomplish anything, which can be more or less
    complex. The author of a research paper, for
    example, might suddenly want to make an note on a
    new idea which she comes to think of. If this is
    complicated and requires many steps it is
    possible to loose track of the idea and partly
    forget it.
  • The risk the one loses track of what one was
    writing in the first place.
  • http//www.ida.liu.se/mikki/comics/lic/chap2.htm

11
Widgets
  • A graphical interface component that a computer
    user interacts with, such as a window or a text
    box.
  • Sometimes qualified as virtual to distinguish
    them from their physical counterparts, e.g.
    virtual buttons that can be clicked with a mouse
    cursor, vs. physical buttons that can be pressed
    with a finger.

12
Cyberspace
  • "Cyberspace. A consensual hallucination... A
    graphic representation of data abstracted from
    the banks of every computer in the human system.
    Unthinkable complexity."

13
Cyberspace (cont.)
  • Cyberspace can be thought of as a very large,
    distributed, and visualized hyper-media
    structure. Cyberspace can be conceived as an
    independent realm, a shared virtual environment
    whose inhabitants, objects, and spaces are data,
    but data which is visualized, heard, and perhaps
    touched. William Gibson describes cyberspace as a
    computer generated hallucination of a gigantic,
    world-wide network of databases
  • The virtually unlimited size of cyberspace and
    the heavy use of visualization techniques makes
    it interesting with respect to orientation. Like
    in a virtual world, it is important to give the
    user a feeling for how large the world is, where
    she is, and where she can go form the current
    location. Maps could be a helpful tool for
    navigating cyberspace.
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