416 research outputs found
Social and Semantic Contexts in Tourist Mobile Applications
The ongoing growth of the World Wide Web along with the increase possibility of access information through a variety of devices in mobility, has defi nitely changed the way users acquire, create, and personalize information, pushing innovative strategies for annotating and organizing it.
In this scenario, Social Annotation Systems have quickly gained a huge popularity, introducing millions of metadata on di fferent Web resources following a bottom-up approach, generating free and democratic mechanisms of classi cation, namely folksonomies. Moving away from hierarchical classi cation schemas, folksonomies represent also a meaningful mean for identifying similarities among users, resources and tags. At any rate, they suff er from several limitations, such as the lack of specialized tools devoted to manage, modify, customize and visualize them as well as the lack of an explicit semantic, making di fficult for users to bene fit from them eff ectively. Despite appealing promises of Semantic Web technologies, which were intended to explicitly formalize the knowledge within a particular domain in a top-down manner, in order to perform intelligent integration and reasoning on it, they are still far from reach their objectives, due to di fficulties in knowledge acquisition and annotation bottleneck.
The main contribution of this dissertation consists in modeling a novel conceptual framework that exploits both social and semantic contextual dimensions, focusing on the domain of tourism and cultural heritage. The primary aim of our assessment is to evaluate the overall user satisfaction and the perceived quality in use thanks to two concrete case studies. Firstly, we concentrate our attention on contextual information and navigation, and on authoring tool; secondly, we provide a semantic mapping of tags of the system folksonomy, contrasted and compared to the expert users' classi cation, allowing a bridge between social and semantic knowledge according to its constantly mutual growth.
The performed user evaluations analyses results are promising, reporting a high level of agreement on the perceived quality in use of both the applications and of the speci c analyzed features, demonstrating that a social-semantic contextual model improves the general users' satisfactio
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Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
Evaluating the use of a collaborative content curation tool to support online assessments
The University of the South Pacific (USP) is one of three regional education institutions in the world. The History Department which is based in Fiji represents one of the few disciplines at USP which delivers its undergraduate programme fully online. Together with the Centre for
Flexible Learning (CFL), the History staff have been evaluating the effectiveness of online teaching and experimenting with technologies and tools to overcome teaching and learning challenges. This paper discusses an experimental mobile app which was created by third year
History students at USP in 2018 to document local historical sites in the Suva area. It considers
the challenges and opportunities created by online learning in the uniquely regional
environment of the South Pacific. It further explores how technology can enable more practical
and relevant applications and assessments of History content curation to better prepare
students for future careers
Extending DCAM for Metadata Provenance
The Metadata Provenance Task Group aims to define a data model that allows for making assertions about description sets. Creating a shared model of the data elements required to describe an aggregation of metadata statements allows to collectively import, access, use and publish facts about the quality, rights, timeliness, data source type, trust situation, etc. of the described statements. In this paper we outline the preliminary model created by the task group, together with first examples that demonstrate how the model is to be used
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Understanding and Telling Stories across Online and Real-world Cultural and Historical Artefacts
Storytelling is a natural way for humans to make sense of their world. Narratives structure experience into expected forms that improve understanding of relationships between discrete objects and events. This is the rationale behind museum curation, which organises objects in the physical museum space to reveal how they are related. This thesis explores how to support people to tell and experience narratives across multiple objects. For the online world, a model of curatorial inquiry is introduced which is designed to support a historical inquiry from online sources. This model extends existing inquiry models and is inspired by museum practice in which curators organize objects into museum narratives. For the physical world, a model is introduced that describes navigation through both the physical and conceptual neighbourhood of a set of objects. It is designed to support tourist activities across a non-portable set of cultural objects, such as statues, buildings, or landscape features. Key findings, based on both participant studies and analysis of data from Foursquare, is that while people are keen to understand stories that link places in a physical space, they prefer to navigate using physical, rather than conceptual proximity, and to visit places that are popular. This is counter to many mobile tour guides that focus on prompting navigation to similar places. The proposal of this thesis is therefore to develop applications that support tourists in understanding both what is physically nearby and conceptually nearby. This would allow them to use physical proximity - or any preferred alternative – to select where to go next, whilst supporting them to make links between the places they visit. In this way tourists would be provided with enough information about the relationships of places within a physical neighbourhood that they can start to understand and create their own stories about them
A Wide Area Multiview Static Crowd Estimation System Using UAV and 3D Training Simulator
Crowd size estimation is a challenging problem, especially when the crowd is spread over a significant geographical area. It has applications in monitoring of rallies and demonstrations and in calculating the assistance requirements in humanitarian disasters. Therefore, accomplishing a crowd surveillance system for large crowds constitutes a significant issue. UAV-based techniques are an appealing choice for crowd estimation over a large region, but they present a variety of interesting challenges, such as integrating per-frame estimates through a video without counting individuals twice. Large quantities of annotated training data are required to design, train, and test such a system. In this paper, we have first reviewed several crowd estimation techniques, existing crowd simulators and data sets available for crowd analysis. Later, we have described a simulation system to provide such data, avoiding the need for tedious and error-prone manual annotation. Then, we have evaluated synthetic video from the simulator using various existing single-frame crowd estimation techniques. Our findings show that the simulated data can be used to train and test crowd estimation, thereby providing a suitable platform to develop such techniques. We also propose an automated UAV-based 3D crowd estimation system that can be used for approximately static or slow-moving crowds, such as public events, political rallies, and natural or man-made disasters. We evaluate the results by applying our new framework to a variety of scenarios with varying crowd sizes. The proposed system gives promising results using widely accepted metrics including MAE, RMSE, Precision, Recall, and F1 score to validate the results
Making Sense of Document Collections with Map-Based Visualizations
As map-based visualizations of documents become more ubiquitous, there is a greater need for them to support intellectual and creative high-level cognitive activities with collections of non-cartographic materials -- documents. This dissertation concerns the conceptualization of map-based visualizations as tools for sensemaking and collection understanding. As such, map-based visualizations would help people use georeferenced documents to develop understanding, gain insight, discover knowledge, and construct meaning. This dissertation explores the role of graphical representations (such as maps, Kohonen maps, pie charts, and other) and interactions with them for developing map-based visualizations capable of facilitating sensemaking activities such as collection understanding. While graphical representations make document collections more perceptually and cognitively accessible, interactions allow users to adapt representations to users’ contextual needs. By interacting with representations of documents or collections and being able to construct representations of their own, people are better able to make sense of information, comprehend complex structures, and integrate new information into their existing mental models. In sum, representations and interactions may reduce cognitive load and consequently expedite the overall time necessary for completion of sensemaking activities, which typically take much time to accomplish. The dissertation proceeds in three phases. The first phase develops a conceptual framework for translating ontological properties of collections to representations and for supporting visual tasks by means of graphical representations. The second phase concerns the cognitive benefits of interaction. It conceptualizes how interactions can help people during complex sensemaking activities. Although the interactions are explained on the example of a prototype built with Google Maps, they are independent iv of Google Maps and can be applicable to various other technologies. The third phase evaluates the utility, analytical capabilities and usability of the additional representations when users interact with a visualization prototype – VIsual COLlection EXplorer. The findings suggest that additional representations can enhance understanding of map-based visualizations of library collections: specifically, they can allow users to see trends, gaps, and patterns in ontological properties of collections
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