While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model found in Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a <em>zone of experience</em> where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.
The paper addresses the question of Information Extraction aimed at multilingual text generation, or text rewriting. This method provides an alternative to traditional Machine Translation, but is also related to text summarization. Given a source text, a rewriting system selects and structures the textual information in order to generate a "content report". The present approach is inspired by recent IE-research, classical speech act theory, and Cognitive Semantics, especially the Theory of Mental Spaces and employed in an experimental system for understanding of news reports. The authors focus on the problem of identification and interpretation of 'space builders', i.e. linguistic signals for establishing mental spaces.
In about 9% civil and criminal cases that are settled in Swedish District courts every year, i.e. in roughly 10 000 court hearings, an interpreter is employed when at least one of the involved parties speaks another language than Swedish. In this paper, aspects of interpretation in the courtroom are discussed in general, and examples from court proceedings are used to analyse disfl uent situations. Th e role of the interpreter is viewed, and compared to that of other participants' in the discourse. Aspects of legal rights for the individual are discussed in relation to examples from other language communities. Th e results show that the confusing situations and misinterpretations are not only dependent on the decisions made by the interpreter. Th e attitudes and the linguistic behaviour of all discourse participants may contribute to the disfl uencies.
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