4,056 research outputs found

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Trail records and navigational learning

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    An emerging wave of 'ambient' technologies has the potential to support learning in new and particular ways. In this paper we propose a 'trail model' of 'navigational learning' which links some particular learning needs to the potentialities of these technologies. In this context, we outline the design and use of an 'experience recorder', a technology to support learning in museums. In terms of policy for the e-society, these proposals are relevant to the need for personalised and individualised learning support

    Science and Technology in Media

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    Tato práce se zabývá vlivem médií, především nových médií, na oblast vědy a techniky. Definuje základní mediální pojmy a upozorňuje na to, že média mohou být výborným prostředkem k propagaci vědy a techniky, ale mají také obrovskou moc a mohou zkreslovat realitu a manipulovat s lidmi. V práci je také rozebráno několik konkrétních příkladů. V závěru práce je nastíněn možný pohled do budoucna propojení vědy, techniky a médií.This thesis deals with the influence of Media, especially New Media, on the field of Science and Technology. It defines basic media terms and warns that Media may represent an excellent mean of Science and Technology promotion. On the other hand, they are very powerful and can distort reality and manipulate with humans. There are explored several examples in the thesis, too. The conclusion outlines a possible view on the interconnection of Science, Technology and Media in the future.

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Marketing education, distance learning and hypermedia: teaching current issues in marketing in a virtual campus

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    This article reports on a project at the Universitat Oberta de Catalunya (UOC: The Open University of Catalonia, Barcelona) to develop an innovative package of hypermedia-based learning materials for a new course entitled 'Current Issues in Marketing'. The UOC is a distance university entirely based on a virtual campus. The learning materials project was undertaken in order to benefit from the advantages which new communication technologies offer to the teaching of marketing in distance education. The article reviews the main issues involved in incorporating new technologies in learning materials, the development of the learning materials, and their functioning within the hypermedia based virtual campus of the UOC. An empirical study is then carried out in order to evaluate the attitudes of students to the project. Finally, suggestions for improving similar projects in the future are put forward.Aquest article informa sobre un projecte de la Universitat Oberta de Catalunya per a desenvolupar un paquet innovador de materials didàctics hipermèdia basat en un nou curs titulat "Qüestions Actuals de Màrqueting". La UOC és una universitat a distància es basa íntegrament en un campus virtual. El projecte es va dur a terme els materials d'aprenentatge per tal de beneficiar-se dels avantatges que ofereixen les noves tecnologies de comunicació a l'ensenyament del màrqueting en l'educació a distància. L'article repassa els principals temes implicats en la incorporació de noves tecnologies en materials d'aprenentatge, el desenvolupament dels materials d'aprenentatge, i el seu funcionament dins del hipermèdia basat en el campus virtual de la UOC. Després s'ha portat a terme un estudi empíric per a avaluar les actituds dels estudiants del projecte. Finalment, es presenten suggeriments per a la millora de projectes similars en el futur.Este artículo informa sobre un proyecto de la Universitat Oberta de Catalunya para desarrollar un paquete innovador de materiales didácticos hipermedia basado en un nuevo curso titulado "Cuestiones Actuales de Marketing". La UOC es una universidad a distancia se basa íntegramente en un campus virtual. El proyecto de materiales didácticos se llevó a cabo con el fin de beneficiarse de las ventajas que ofrecen las nuevas tecnologías de la comunicación para la enseñanza del marketing en la educación a distancia. El artículo repasa los principales temas implicados en la incorporación de nuevas tecnologías en materiales docentes, el desarrollo de los materiales didácticos, y su funcionamiento dentro del hipermedia basado en el campus virtual de la UOC. Entonces se ha llevado a cabo un estudio empírico para evaluar las actitudes de los estudiantes al proyecto. Por último, se presentan sugerencias para la mejora de proyectos similares en el futuro

    Designing the printed book as an interactive environment

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    Reading a book demands a certain level of interaction from the reader. The cover must be opened and pages turned to navigate the information inside. Conventions have been developed over the life of the book to assist the reader in this navigation and provide orientation. The evolution of electronic reading material has given readers greater opportunities for interacting with their reading material, but many readers still prefer reading from a printed book. This paper investigates how the interactive organizational paradigm of hypertext can be implemented in a printed book to give the reader the opportunity for greater interaction and benefit from some of the advantages that electronic reading environments provide. The investigation in this paper follows an iterative design process in consultation with a panel of four experts. Through four rounds of consultation and refinement two potential solutions were developed for the incorporation of hypertext methods in a printed book

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

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    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts

    Information Outlook, April 2000

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    Volume 4, Issue 4https://scholarworks.sjsu.edu/sla_io_2000/1003/thumbnail.jp
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