8,256 research outputs found

    Is adaptation of e-advertising the way forward?

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    E-advertising is a multi-billion dollar industry that has shown exponential growth in the last few years. However, although the number of users accessing the Internet increases, users don’t respond positively to adverts. Adaptive e-advertising may be the key to ensuring effectiveness of the ads reaching their target. Moreover, social networks are good sources of user information and can be used to extract user behaviour and characteristics for presentation of personalized advertising. Here we present a two-sided study based on two questionnaires, one directed to Internet users and the other to businesses. Our study shows that businesses agree that personalized advertising is the best way for the future, to maximize effectiveness and profit. In addition, our results indicate that most Internet users would prefer adaptive advertisements. From this study, we can propose a new design for a system that meets both Internet users’ and businesses’ requirements

    A Survey on Data-Driven Evaluation of Competencies and Capabilities Across Multimedia Environments

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    The rapid evolution of technology directly impacts the skills and jobs needed in the next decade. Users can, intentionally or unintentionally, develop different skills by creating, interacting with, and consuming the content from online environments and portals where informal learning can emerge. These environments generate large amounts of data; therefore, big data can have a significant impact on education. Moreover, the educational landscape has been shifting from a focus on contents to a focus on competencies and capabilities that will prepare our society for an unknown future during the 21st century. Therefore, the main goal of this literature survey is to examine diverse technology-mediated environments that can generate rich data sets through the users’ interaction and where data can be used to explicitly or implicitly perform a data-driven evaluation of different competencies and capabilities. We thoroughly and comprehensively surveyed the state of the art to identify and analyse digital environments, the data they are producing and the capabilities they can measure and/or develop. Our survey revealed four key multimedia environments that include sites for content sharing & consumption, video games, online learning and social networks that fulfilled our goal. Moreover, different methods were used to measure a large array of diverse capabilities such as expertise, language proficiency and soft skills. Our results prove the potential of the data from diverse digital environments to support the development of lifelong and lifewide 21st-century capabilities for the future society

    ALT-C 2010 - Conference Introduction and Abstracts

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    An e-learning platform for delivering educational contents in a school environment

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    Learning is a continuous process, without end, which takes place throughout life, and is the result of the interaction of an individual with a physical external environment, a social context or with herself. In what new technologies may help improving and making more effective the interaction of an individual during his learning process? This paper describes the use of a platform for delivering educational contents to students, to put theories into practice through the use of an LMS and highlight the strengths and weaknesses that have these learning tools in a school environment, in which - besides its formative aspect - upbringing is important.learning management system, digital contents.

    STEER: Exploring the dynamic relationship between social information and networked media through experimentation

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    With the growing popularity of social networks, online video services and smart phones, the traditional content consumers are becoming the editors and broadcasters of their own stories. Within the EU FP7 project STEER, project partners have developed a novel system of new algorithms and toolsets that extract and analyse social informatics generated by social networks. Combined with advanced networking technologies, the platform creates services that offer more personalized and accurate content discovery and retrieval services. The STEER system has been deployed in multiple geographical locations during live social events such as the 2014 Winter Olympics. Our use case experiments demonstrate the feasibility and efficiency of the underlying technologies

    E-Learning for Teachers and Trainers : Innovative Practices, Skills and Competences

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    Reproduction is authorised provided the source is acknowledged.Final Published versio

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Simple identification tools in FishBase

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    Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further development. It explores the possibility of a holistic and integrated computeraided strategy

    The e-revolution and post-compulsory education: using e-business models to deliver quality education

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    The best practices of e-business are revolutionising not just technology itself but the whole process through which services are provided; and from which important lessons can be learnt by post-compulsory educational institutions. This book aims to move debates about ICT and higher education beyond a simple focus on e-learning by considering the provision of post-compulsory education as a whole. It considers what we mean by e-business, why e-business approaches are relevant to universities and colleges and the key issues this raises for post-secondary education
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