Ayman Moghnieh

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The many-to-many social communication activity on the popular technology-news website Slashdot has been studied. We have concentrated on the dynamics of message production without considering semantic relations and have found regular temporal patterns in the reaction time of the community to a news-post as well as in single user behavior. The statistics of(More)
The success of Web 2.0 technologies in providing support for social interaction in educational spaces depends on how learning environments benefit from the affordances of Web 2.0 services. These services can be combined with the management of learning activities as done by IMS Learning Design (IMS LD) compliant systems. In this paper, we analyze the ability(More)
We present the news wall ambient display designed for continuous exposure to news information. The display benefits the elderly and people with special needs as it maintains a prolonged contact with news information. Since the display is not interactive, it capitalizes on serendipity rather than user feedback to communicate interesting information. The(More)
Nowadays professional journalists create and edit broadcasting materials inside newsrooms that are characterized by an intense and multivariate flux of information. Within these settings, the journalists have difficulties keeping up with the evolving geopolitical picture of events developing in the world and how it relates to the topics of their interest.(More)
We propose a modified Entity Relationship (E-R) model, traditionally used for software engineering, to structure, store and share plot data. The flexibility of E-R modelling has been demonstrated by its decades of usage in a wide variety of situations. The success of the E-R model suggests that it could be useful for collaborating fiction authors, adding a(More)
Multi-authoring is currently a common practice in the field of contemporary storytelling but producing consistent stories that share a common narrative space when multiple authors are involved is not a trivial task. Inconsistencies, which are not always well-received by readers are sometimes expensive to fix. In this work we attempt to improve the(More)
In this paper, we present the adaptation of a serious game in the context of an e-learning framework supporting distributed social networks. The game, “Convince Woody” takes stage in the digital movie production highlighting the problem of managing the competence development dimension involved in interdependent yet highly spread organizations. We first(More)