2,547 research outputs found

    Toward personalised and dynamic cultural routing: a three-level approach

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    This paper introduces the concept of “smart routing” as a recommender system for tourists that takes into account the dynamics of their personal user profiles. The concept relies on three levels of support: 1) programming the tour, i.e. selecting a set of relevant points of interests (POIs) to be included into the tour, 2) scheduling the tour, i.e. arranging the selected POIs into a sequence based on the cultural, recreational and situational value of each, and 3) determining the tour’s travel route, i.e. generating a set of trips between the POIs that the tourist needs to perform in order to complete the tour. The “smart routing” approach intends to enhance the experience of tourists in a number of ways. The first advantage is the system’s ability to reflect on the tourists’ dynamic preferences, for which an understanding of the influence of a tourist’s affective state and dynamic needs on the preferred activities is required. Next, it arranges the POIs together in a way that creates a storyline that the tourist will be interested to follow, which adds to the tour’s cultural value. Finally, the POIs are connected by a chain of multimodal trips that the tourist will have to make, also in accordance with the tourist’s preferences and dynamic needs. As a result, each tour can be personalised in a “smart” way, from the perspective of both the cultural and the overall experience of taking it. We present the building blocks of the “smart routing” concept in detail and describe the data categories involved. We also report on the current status of our activities with respect to the inclusion of a tourist’s affective state and dynamic needs into the preference measurement phase, as well as discuss relevant practical concerns in this regard

    A review of the role of sensors in mobile context-aware recommendation systems

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    Recommendation systems are specialized in offering suggestions about specific items of different types (e.g., books, movies, restaurants, and hotels) that could be interesting for the user. They have attracted considerable research attention due to their benefits and also their commercial interest. Particularly, in recent years, the concept of context-aware recommendation system has appeared to emphasize the importance of considering the context of the situations in which the user is involved in order to provide more accurate recommendations. The detection of the context requires the use of sensors of different types, which measure different context variables. Despite the relevant role played by sensors in the development of context-aware recommendation systems, sensors and recommendation approaches are two fields usually studied independently. In this paper, we provide a survey on the use of sensors for recommendation systems. Our contribution can be seen from a double perspective. On the one hand, we overview existing techniques used to detect context factors that could be relevant for recommendation. On the other hand, we illustrate the interest of sensors by considering different recommendation use cases and scenarios

    GeoNotes: A Location-based Information System for Public Spaces

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    The basic idea behind location-based information systems is to connect information pieces to positions in outdoor or indoor space. Through position technologies such as Global Positioning System (GPS), GSM positioning, Wireless LAN positioning o

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем

    Quality of experience in affective pervasive environments

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    The confluence of miniaturised powerful devices, widespread communication networks and mass remote storage has caused a fundamental shift in the user interaction design paradigm. The distinction between system and user in pervasive environments is evolving into an increasingly integrated loop of interaction, raising a number of opportunities to provide enhanced and personalised experiences. We propose a platform, based on a smart architecture, to address the identified opportunities in pervasive computing. Smart systems aim at acting upon an environment for improving quality of experience: a subjective measure that has been defined as an emotional reaction to products or services. The inclusion of an emotional dimension allows us to measure individual user responses and deliver personalised services with the potential to influence experiences positively. The platform, Cloud2Bubble, leverages pervasive systems to aggregate user and environment data with the goal of addressing personal preferences and supra-functional requirements. This, combined with its societal implications, results in a set of design principles as a concrete fruition of design contractualism. In particular, this thesis describes: - a review of intelligent ubiquitous environments and relevant technologies, including a definition of user experience as a dynamic affective construct; - a specification of main components for personal data aggregation and service personalisation, without compromising privacy, security or usability; - the implementation of a software platform and a methodological procedure for its instantiation; - an evaluation of the developed platform and its benefits for urban mobility and public transport information systems; - a set of design principles for the design of ubiquitous systems, with an impact on individual experience and collective awareness. Cloud2Bubble contributes towards the development of affective intelligent ubiquitous systems with the potential to enhance user experience in pervasive environments. In addition, the platform aims at minimising the risk of user digital exposure while supporting collective action.Open Acces
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