Editing for technical papers
John F. Hughes
Last modified: Mon Dec 21 14:00:43 EST 1998
A few writing rules
I read a lot of papers, especially ones written by my students. Here
are some mistakes to avoid. They are strictly mechanical, so
there's no excuse for having them in a paper, unless you believe
that your time is more valuable than that of the person
reading.
- Small numbers, between zero and ten, should be written out as
words, not in digits.
- Use "e.g." and "i.e." (note the periods) only within parentheses;
otherwise use "for example" and "that is."
- Possessive pronouns like "his," "her," "theirs," and "its" do not
have apostrophes.
- Words should be spelled correctly and consistently (e.g., don't
use "Chebyshev" and "Tschebyshev" in the same paper).
- Mathematical symbols in text should be italic in general; look at
the LaTeX book by Lamport for examples that clearly illustrate
this. Avoid using symbols at the start or end of a sentence
whenever possible.
- References are meta-text, not nouns. If you want to say that
Smith and Jones did some work that's described in reference number 4,
write "By contrast, Smith and Jones [4] showed that metamodels are
transiently subcubital" or "By contrast, Smith and Jones
showed that metamodels are transiently subcubital [4]" but do
not write "By contrast, [4] shows that metamodels are
transiently subcubital."
- Use "that" in place of "which" in any sentence in which it makes
sense when you try the substitution. This sentence, which is
contrived, is an example of one where the switch is
inappapriate. But a sentence which has no subordinate clauses
probably needs a "that" instead of a "which." (The last
sentence *should* have its "which" replaced.)
Here are some things to think about before you even start writing at
all:
- Decide for whom you're writing this. I recommend that most
papers written by my students be aimed at a beginning Master's student
in CS/graphics.
- Decide on your goals for the paper. What are the main
things that you want to communicate? All papers involve
PERSUASION; decide on your persuasive strategy as early as
possible. If you find something that doesn't fit in, perhaps
it belongs in another paper.
- Write your introduction carefully: it should give the reader a
promise of what s/he will get by reading your paper, and a
reason to do so.
- Write your "related work" section carefully: it's your best
chance to get your paper rejected. If you unfairly criticize
others' work, or mis-represent it, the laws of fate will
dictate that those you've most maligned will review your paper
and hate it. Instead, point out the important accomplishments
of former papers, and how your work builds on those
foundations. You can also point out what they left unaddressed
(easy to find in their "future work" sections!) and describe
it as having provided motivation for your work. And it's fine
to say that you do something differently from the way someone
else did it and then compare; when you do so, try to find a
case where their method works better than yours, or at least a
reason why someone might prefer their method. These go
alongside your reasons why people might prefer yours, of
course.
- You learned in high-school to "tell 'em what you're gonna say,
say it, then tell 'em what you said." Authors usually take
this to mean that you should write an Introduction, a Body,
and a Conclusion. I strongly believe that for most papers in
computer graphics, the conclusion is an admission of defeat as
an author. It says "you started reading these eight pages just
15 minutes ago, but I wrote them so badly that even now you've
forgotten what I told you, so I'll have to say it again." I
therefore advise against writing a conclusion unless your
other writing is horrid.
- There are a couple of rules of thumb about writing: one is that
any magazine article can be shortened 20% without anyone,
including the author, noticing it; another is that the first
page of most magazine articles can be deleted as a way of
improving them. Keep these thoughts in mind as you write.
- Use your word processing tool to help you. If you can't figure
out how to say something, put it into a different font, into
a box, into an indented section, whatever...and write it
informally. Just get the ideas down on the paper in some order
that lets you play with them. Wordsmithing should happen
relatively late in the writing process.