57,519 research outputs found
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
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
Personalization in cultural heritage: the road travelled and the one ahead
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
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Location based modelling for Heritage Mobile Applications
Recent strategies for increasing museum income have heightened the need to motivate visits. Consequently, ICT has been increasingly used in historical locations to educate and entertain visitors. This exploratory study concerns one such museum that is developing its understanding of these technologies through the perspective of visitors as the key stakeholder. It views the significance of historical landscapes’ technologies that reflect the views of visitors. A quantitative study is conducted to explore preferred technologies and the way in which digital media can be presented in a natural environment, as well as how visitors prefer such experiences to be described. To define and assess the technologies in Dorset County Museum and Maiden Castle, data was collected using a survey in both locations. The results identified differences in visitors’ perceptions regarding the importance of technologies in these museum and physical locations. The outcomes of this study can be applied to improve the effectiveness of technology in interlinked heritage landscapes through development of mobile or web prototypes
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Mobile Paving System (MPS): A New Large Scale Freeform Fabrication Method
In the last decade, significant opportunities for automation have been identified in the area of
construction. Soaring labor and material costs have driven multiple research efforts in
construction automation. In this paper, we present a novel means for construction automation
that involves the fusion of the rapid prototyping, controls and mechatronics technologies. The
resultant autonomous construction mechanism has been designed for commercial applications.
Mobile Paving System (MPS) is a new freeform fabrication process which is capable of rapidly
producing variable profiles such as curbs and sidewalks out of materials like cement and asphalt.
Path generation and guidance of the construction operation is controlled by a mobile robot. This
article presents an overview of research and development efforts that are aimed at establishing
the feasibility and the potential of the process.Mechanical Engineerin
Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie
How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency
Following people through time : an analysis of individual residential mobility biographies
Maarten van Ham’s contribution to this research was partly made possible through the financial support of the EU Marie Curie programme under the European Union's Seventh Framework Programme (FP/2007-2013) / Career Integration Grant n. PCIG10-GA-2011-303728 (CIG Grant NBHCHOICE, Neighbourhood choice, neighbourhood sorting, and neighbourhood effects).The life course framework guides us towards investigating how dynamic life course careers affect residential mobility decision-making and behaviour throughout long periods of individual lifetimes. However, most longitudinal studies linking mobility decision-making to subsequent moving behaviour focus only on year-to-year transitions. This study moves beyond this snapshot approach by analysing the long-term sequencing of moving desires and mobility behaviour within individual lives. Using novel techniques to visualise the desire–mobility sequences of British Household Panel Survey respondents, the study demonstrates that revealing the meanings and significance of particular transitions in moving desires and mobility behaviour requires these transitions to be arranged into mobility biographies. The results highlight the oft-neglected importance of residential stability over the life course, uncovering groups of individuals persistently unable to act in accordance with their moving desires.PostprintPeer reviewe
Dance Teaching by a Robot: Combining Cognitive and Physical Human-Robot Interaction for Supporting the Skill Learning Process
This letter presents a physical human-robot interaction scenario in which a
robot guides and performs the role of a teacher within a defined dance training
framework. A combined cognitive and physical feedback of performance is
proposed for assisting the skill learning process. Direct contact cooperation
has been designed through an adaptive impedance-based controller that adjusts
according to the partner's performance in the task. In measuring performance, a
scoring system has been designed using the concept of progressive teaching
(PT). The system adjusts the difficulty based on the user's number of practices
and performance history. Using the proposed method and a baseline constant
controller, comparative experiments have shown that the PT presents better
performance in the initial stage of skill learning. An analysis of the
subjects' perception of comfort, peace of mind, and robot performance have
shown a significant difference at the p < .01 level, favoring the PT algorithm.Comment: Presented at IEEE International Conference on Robotics and Automation
ICRA-201
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
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
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