1,210 research outputs found

    Using Semantic-Based User Profile Modeling for Context-Aware Personalised Place Recommendations

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    Place Recommendation Systems (PRS's) are used to recommend places to visit to World Wide Web users. Existing PRS's are still limited by several problems, some of which are the problem of recommending similar set of places to different users (Lack of Personalization) and no diversity in the set of recommended items (Content Overspecialization). One of the main objectives in the PRS's or Contextual suggestion systems is to fill the semantic gap among the queries and suggestions and going beyond keywords matching. To address these issues, in this study we attempt to build a personalized context-aware place recommender system using semantic-based user profile modeling to address the limitations of current user profile building techniques and to improve the retrieval performance of personalized place recommender system. This approach consists of building a place ontology based on the Open Directory Project (ODP), a hierarchical ontology scheme for organizing websites. We model a semantic user profile from the place concepts extracted from place ontology and weighted according to their semantic relatedness to user interests. The semantic user profile is then exploited to devise a personalized recommendation by re-ranking process of initial search results for improving retrieval performance. We evaluate this approach on dataset obtained using Google Paces API. Results show that our proposed approach significantly improves the retrieval performance compare to classic keyword-based place recommendation model

    Electronic Imaging & the Visual Arts. EVA 2019 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    The Internet of Things supporting the Cultural Heritage domain: analysis, design and implementation of a smart framework enhancing the smartness of cultural spaces

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    Nowadays embedded systems have reached a great level of maturity and diffusion thanks to their small size, low power consumption, large connectivity and variety of application in everyday contexts. These systems, if properly structured and configured, can signifi- cantly increase the smartness of the environments where they are deployed, monitoring and continuously collecting data to be processed and elaborated. In this perspective, the Internet of Things (IoT) paradigm supports the transition from a closed world, in which an object is characterized by a descriptor, to an open world, in which objects interact with the surrounding environment, because they have become ”intelligent”. Accordingly, not only people will be connected to the internet, but objects such as cars, fridges, televisions, water management systems, buildings, monuments and so on will be connected as well. The Cultural Heritage represents a worldwide resource of inestimable value, attracting millions of visitors every year to monuments, museums and art exhi- bitions. Fundamental aspects of this resource to be investigated are its promotion and people enjoyment. Indeed, to achieve an enjoyment of a cultural space that is attractive and sustainable, it is necessary to realize ubiquitous and multimedia solutions for users’ interaction to enrich their visiting experience and improve the knowledge transmission process of a cultural site. The main target of this PhD Thesis is the study of the IoT paradigm, devoted to the design of a smart framework supporting the fruition, enjoyment and tutelage of the Cultural Heritage domain. In order to assess the proposed approach, a real case study is presented and discussed. In detail, it represents the deployment of our framework during an art exhibition, named The Beauty or the Truth within the Monumental Complex of San Domenico Maggiore, Naples (Italy). Following the Internet of Things paradigm, the proposed intelligent framework relies on the integration of a Sensor Network of Smart Objects with Wi-Fi and Bluetooth Low Energy technologies to identify, locate and support users. In this way technology can become a mediator between visitors and fruition, an instrument of connection between people, objects, and spaces to create new social, economic and cultural opportunities

    Virtual Heritage: new technologies for edutainment

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    Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage, artistic, historical and cultural contents, what can be done to preserve and properly disseminate their heritage significance? How can these items be disseminated in the proper way to the public, taking into account their enormous heterogeneity? Answering this question requires to deal as well with another aspect of the problem: the evolution of culture, literacy and society during the last decades of 20th century. To reflect such transformations, this period witnessed a shift in the museum’s focus from the aesthetic value of museum artifacts to the historical and artistic information they encompass, and a change into the museums’ role from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These developments require creating novel exhibits, able to tell stories about the objects and enabling visitors to construct semantic meanings around them. The objective that museums presently pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’, being active actors and players in their own cultural experience. As a result, institutions are faced with several new problems, like the need to communicate with people from different age groups and different cultural backgrounds, the change in people attitude due to the massive and unexpected diffusion of technology into everyday life, the need to design the visit by a personal point of view, leading to a high level of customization that allows visitors to shape their path according to their characteristics and interests. In order to cope with these issues, I investigated several approaches. In particular, I focused on Virtual Learning Environments (VLE): real-time interactive virtual environments where visitors can experience a journey through time and space, being immersed into the original historical, cultural and artistic context of the work of arts on display. VLE can strongly help archivists and exhibit designers, allowing to create new interesting and captivating ways to present cultural materials. In this dissertation I will tackle many of the different dimensions related to the creation of a cultural virtual experience. During my research project, the entire pipeline involved into the development and deployment of VLE has been investigated. The approach followed was to analyze in details the main sub-problems to face, in order to better focus on specific issues. Therefore, I first analyzed different approaches to an effective recreation of the historical and cultural context of heritage contents, which is ultimately aimed at an effective transfer of knowledge to the end-users. In particular, I identified the enhancement of the users’ sense of presence in VLE as one of the main tools to reach this objective. Presence is generally expressed as the perception of 'being there', i.e. the subjective belief of users that they are in a certain place, even if they know that the experience is mediated by the computer. Presence is related to the number of senses involved by the VLE and to the quality of the sensorial stimuli. But in a cultural scenario, this is not sufficient as the cultural presence plays a relevant role. Cultural presence is not just a feeling of 'being there' but of being - not only physically, but also socially, culturally - 'there and then'. In other words, the VLE must be able to transfer not only the appearance, but also all the significance and characteristics of the context that makes it a place and both the environment and the context become tools capable of transferring the cultural significance of a historic place. The attention that users pay to the mediated environment is another aspect that contributes to presence. Attention is related to users’ focalization and concentration and to their interests. Thus, in order to improve the involvement and capture the attention of users, I investigated in my work the adoption of narratives and storytelling experiences, which can help people making sense of history and culture, and of gamification approaches, which explore the use of game thinking and game mechanics in cultural contexts, thus engaging users while disseminating cultural contents and, why not?, letting them have fun during this process. Another dimension related to the effectiveness of any VLE is also the quality of the user experience (UX). User interaction, with both the virtual environment and its digital contents, is one of the main elements affecting UX. With respect to this I focused on one of the most recent and promising approaches: the natural interaction, which is based on the idea that persons need to interact with technology in the same way they are used to interact with the real world in everyday life. Then, I focused on the problem of presenting, displaying and communicating contents. VLE represent an ideal presentation layer, being multiplatform hypermedia applications where users are free to interact with the virtual reconstructions by choosing their own visiting path. Cultural items, embedded into the environment, can be accessed by users according to their own curiosity and interests, with the support of narrative structures, which can guide them through the exploration of the virtual spaces, and conceptual maps, which help building meaningful connections between cultural items. Thus, VLE environments can even be seen as visual interfaces to DBs of cultural contents. Users can navigate the VE as if they were browsing the DB contents, exploiting both text-based queries and visual-based queries, provided by the re-contextualization of the objects into their original spaces, whose virtual exploration can provide new insights on specific elements and improve the awareness of relationships between objects in the database. Finally, I have explored the mobile dimension, which became absolutely relevant in the last period. Nowadays, off-the-shelf consumer devices as smartphones and tablets guarantees amazing computing capabilities, support for rich multimedia contents, geo-localization and high network bandwidth. Thus, mobile devices can support users in mobility and detect the user context, thus allowing to develop a plethora of location-based services, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits and cultural or tourist sites according to visitors’ personal interest and curiosity

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    VR Technologies in Cultural Heritage

    Get PDF
    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    31th International Conference on Information Modelling and Knowledge Bases

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    Information modelling is becoming more and more important topic for researchers, designers, and users of information systems.The amount and complexity of information itself, the number of abstractionlevels of information, and the size of databases and knowledge bases arecontinuously growing. Conceptual modelling is one of the sub-areas ofinformation modelling. The aim of this conference is to bring together experts from different areas of computer science and other disciplines, who have a common interest in understanding and solving problems on information modelling and knowledge bases, as well as applying the results of research to practice. We also aim to recognize and study new areas on modelling and knowledge bases to which more attention should be paid. Therefore philosophy and logic, cognitive science, knowledge management, linguistics and management science are relevant areas, too. In the conference, there will be three categories of presentations, i.e. full papers, short papers and position papers

    Technological roadmap on AI planning and scheduling

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    At the beginning of the new century, Information Technologies had become basic and indispensable constituents of the production and preparation processes for all kinds of goods and services and with that are largely influencing both the working and private life of nearly every citizen. This development will continue and even further grow with the continually increasing use of the Internet in production, business, science, education, and everyday societal and private undertaking. Recent years have shown, however, that a dramatic enhancement of software capabilities is required, when aiming to continuously provide advanced and competitive products and services in all these fast developing sectors. It includes the development of intelligent systems – systems that are more autonomous, flexible, and robust than today’s conventional software. Intelligent Planning and Scheduling is a key enabling technology for intelligent systems. It has been developed and matured over the last three decades and has successfully been employed for a variety of applications in commerce, industry, education, medicine, public transport, defense, and government. This document reviews the state-of-the-art in key application and technical areas of Intelligent Planning and Scheduling. It identifies the most important research, development, and technology transfer efforts required in the coming 3 to 10 years and shows the way forward to meet these challenges in the short-, medium- and longer-term future. The roadmap has been developed under the regime of PLANET – the European Network of Excellence in AI Planning. This network, established by the European Commission in 1998, is the co-ordinating framework for research, development, and technology transfer in the field of Intelligent Planning and Scheduling in Europe. A large number of people have contributed to this document including the members of PLANET non- European international experts, and a number of independent expert peer reviewers. All of them are acknowledged in a separate section of this document. Intelligent Planning and Scheduling is a far-reaching technology. Accepting the challenges and progressing along the directions pointed out in this roadmap will enable a new generation of intelligent application systems in a wide variety of industrial, commercial, public, and private sectors

    The power of immersive technologies: a sociopsychological analysis of the relationship between immersive environments, storytelling, sentiment, and the impact on user experience

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    This dissertation initially focused on exploring the potential of immersive technologies for the distant future. However, the emergence of the COVID-19 virus in late 2019 disrupted the world, causing a pause in many areas. Nevertheless, the butterfly effect of the pandemic spurred the development of immersive technologies, resulting in the rise of the metaverse, web3, non-fungible tokens (NFT), and avatars, which are gaining increasing popularity. The excitement for the metaverse is growing in both academia and industry, leading to new avenues of research, digital marketing, video games, tourism, and social media. This dissertation explores this rapidly emerging technological revolution and its effects on user experience (UX)
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