2,471 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 visitorsā€™ 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 systemā€™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

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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

    Agent mediation and management of virtual communities: a redefinition of the traditional community concept

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    The paper explores the evolution of the concept of community in the light of computer mediated immersive virtual environments. The traditional concept of community has become strained in its attempts to capture the evolving virtual community. We believe the concept of the virtual community is of paramount importance and examine the extent to which this is being redefined to cater for it. We examine the management and mediation of such an environment and specifically the social process associated with the cohabited users. We advocate the use of multi-agent systems in delivering this functionalit

    Reviews

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    Teaching and Learning Materials and the Internet by Ian Forsyth, London: Kogan Page, 1996. ISBN: 0ā€“7494ā€ 20596. 181 pages, paperback. Ā£18.99

    Hypermedia-based discovery for source selection using low-cost linked data interfaces

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    Evaluating federated Linked Data queries requires consulting multiple sources on the Web. Before a client can execute queries, it must discover data sources, and determine which ones are relevant. Federated query execution research focuses on the actual execution, while data source discovery is often marginally discussed-even though it has a strong impact on selecting sources that contribute to the query results. Therefore, the authors introduce a discovery approach for Linked Data interfaces based on hypermedia links and controls, and apply it to federated query execution with Triple Pattern Fragments. In addition, the authors identify quantitative metrics to evaluate this discovery approach. This article describes generic evaluation measures and results for their concrete approach. With low-cost data summaries as seed, interfaces to eight large real-world datasets can discover each other within 7 minutes. Hypermedia-based client-side querying shows a promising gain of up to 50% in execution time, but demands algorithms that visit a higher number of interfaces to improve result completeness

    Mass customization in ambient narratives

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    Usable Interface Design for Everyone

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    En el diseƱo de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicaciĆ³n, y su diseƱo debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informĆ”ticos. Los siete principios del "DiseƱo Universal" o "DiseƱo para Todos" se centran en un diseƱo utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios estructurales en los servicios sociales y de salud podrĆ­an proporcionar un aumento en el bienestar de los ciudadanos de un paĆ­s a travĆ©s del uso de la programaciĆ³n de auto-cuidado y la gestiĆ³n proactiva / prevenciĆ³n de la enfermedad. Plataformas automatizadas en el hogar pueden actuar como un instrumento que permitan a los usuarios evitar, compensar, mitigar o neutralizar las deficiencias y las dependencias causada por el envejecimiento.When designing ā€œinterfaces for everyoneā€ for interactive systems, it is important to consider factors such as cost, the intended market, the state of the environment, etc. User interfaces are fundamental for the developmental process in any application, and its design must be contemplated from the start. Of the distinct parts of a system (hardware and software), it is the interface that permits the user access to computer resources. The seven principles of ā€œUniversal Designā€ or ā€œDesign for Everyoneā€ focus on a universal usable design, but at the same time acknowledge the influences of internal and external factors. Structural changes in social and health services could provide an increase in the well-being of a countryā€™s citizens through the use of self-care programming and proactive management/prevention of disease. Automated home platforms can act as an accessibility instrument which permits users to avoid, compensate, mitigate, or neutralize the deficiencies and dependencies caused by living alon

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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