4,084 research outputs found

    Social and Semantic Contexts in Tourist Mobile Applications

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    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

    OMUS : an optimized multimedia service for the home environment

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    Media content in home environments is often scattered across multiple devices in the home network. As both the available multimedia devices in the home (e.g., smartphones, tablets, laptops, game consoles, etc.) and the available content (video and audio) is increasing, interconnecting desired content with available devices is becoming harder and home users are experiencing difficulties in selecting interesting content for their current context. In this paper, we start with an analysis of the home environment by means of a user study. Information handling problems are identified and requirements for a home information system formulated. To meet these requirements we propose the OMUS home information system which includes an optimized content aggregation framework, a hybrid group-based contextual recommender system, and an overall web-based user interface making both content and recommendations available for all devices across the home network. For the group recommendations we introduced distinct weights for each user and showed that by varying the weights, the coverage (i.e., items that can be returned by the recommender) considerably increases. Also the addition of genre filter functionality was proven to further boost the coverage. The OMUS system was evaluated by means of focus groups and by qualitative and quantitative performance assessment of individual parts of the system. The modularity of internal components and limited imposed hardware requirements implies flexibility as to how the OMUS system can be deployed (ranging from e.g., embedded in hardware devices or more software services based)

    Enhancing shopping experiences in smart retailing

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    The retailing market has undergone a paradigm-shift in the last decades, departing from its traditional form of shopping in brick-and-mortar stores towards online shopping and the establishment of shopping malls. As a result, “small” independent retailers operating in urban environments have suffered a substantial reduction of their turnover. This situation could be presumably reversed if retailers were to establish business “alliances” targeting economies of scale and engage themselves in providing innovative digital services. The SMARTBUY ecosystem realizes the concept of a “distributed shopping mall”, which allows retailers to join forces and unite in a large commercial coalition that generates added value for both retailers and customers. Along this line, the SMARTBUY ecosystem offers several novel features: (i) inventory management of centralized products and services, (ii) geo-located marketing of products and services, (iii) location-based search for products offered by neighboring retailers, and (iv) personalized recommendations for purchasing products derived by an innovative recommendation system. SMARTBUY materializes a blended retailing paradigm which combines the benefits of online shopping with the attractiveness of traditional shopping in brick-and-mortar stores. This article provides an overview of the main architectural components and functional aspects of the SMARTBUY ecosystem. Then, it reports the main findings derived from a 12 months-long pilot execution of SMARTBUY across four European cities and discusses the key technology acceptance factors when deploying alike business alliances

    Using contextual information to understand searching and browsing behavior

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    There is great imbalance in the richness of information on the web and the succinctness and poverty of search requests of web users, making their queries only a partial description of the underlying complex information needs. Finding ways to better leverage contextual information and make search context-aware holds the promise to dramatically improve the search experience of users. We conducted a series of studies to discover, model and utilize contextual information in order to understand and improve users' searching and browsing behavior on the web. Our results capture important aspects of context under the realistic conditions of different online search services, aiming to ensure that our scientific insights and solutions transfer to the operational settings of real world applications

    Building a Mobile Advertising System for Target Marketing

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    Mobile advertising has become one of the most exciting new technological frontiers in advertising area in recent years. The ubiquitous nature of mobile phones makes it possible for advertisers to target users effectively. This paper proposes a targeted mobile advertising system (TMAS) that works as a platform to provide consumers personalized ads based on the consumers’ contextual and preference. The platform allows shops to provide contextual and time-sensitive ads and consumers to locate ads and promotion information using their smart phone. A demonstration is conducted to show the validity of the key process in the TMAS

    DAB Eureka-147: The European Vision for Digital Radio

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    The digitalisation of radio broadcasting has a long history and as a project has been under active consideration for at least 25 years. A number of different technical approaches to digital radio exist, the longest established of which is the so-called Eureka-147 or DAB (Digital Audio Broadcasting) system. This paper explores the ‘technological imaginary’ of DAB and its distinctly ‘European’ vision for new media and the future of broadcasting. It examines its origins in European R&D policy of the 1980s, and its affinity with European broadcasting practice, particularly within a public service tradition. Ironically, it was DAB’s failure to capitalise on its ‘Europeanness’ that contributed to the fragmentary support it subsequently received at a political level, compromising its subsequent implementation. From a contemporary perspective, DAB’s original mission to provide enhanced, interactive information and entertainment services through audio, text and visual content, while visionary, appears to have misread trends towards convergence and appears out of step with contemporary consumption patterns

    Managing obesity through mobile phone applications: a state-of-the-art review from a user-centred design perspective

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    Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications’ acceptance and success, a design and development process that focuses on users, such as User-Centred Design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a User-Centred Design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers; privacy; and guidelines for designing for behavioural change through mobile phone applications

    Dramatistic User Experience Design: The Usability Testing of an e-Government System in A Non-Western Setting

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    This dissertation investigates rhetorical situatedness as a factor that culturally designates users’ motives in adopting a new technology. The application of Kenneth Burke’s dramatism extends the discussion about the situation where an interaction takes place to include acting and meaning-making in Non-Western settings as contextual and situated. This expansion is essential to reinforce the understanding of how cultural contexts impact users’ motives, specifically users from Non-Western settings, to adopt a technology. The traditional Human-Computer Interaction (HCI) research stresses mechanical and technical aspects between a user (agent) and a technology device (agency) in order to reduce user errors. This approach isolates the rhetorical situation of interaction in a computer interface, thus eliding the cultural situatedness by regarding the situation as something fixed, such as in a laboratory. Adding a cultural context provides a fuller picture of this interaction. Using a civic records online system called e-Lampid, which is administered by Surabaya City Government in Indonesia as a case study, I discover five elements of situatedness that contribute significantly to weave acting and meaning-making into a culturally informed interaction. User motives are shaped by internal and external situations that are collective, local, and both onsite and off. Dramatism is a tool for analysis and production that prioritizes cultural awareness. Dramatistic User Experience (UX) design offers analytical, comprehensive, and systematic perspectives on the design process. Dramatistic UX integrates three different approaches: usability testing, rhetorical awareness of situations, and needs analysis. The synergy of dramatism, user experience, and design thinking provides a holistic approach to construct a rhetorically grounded and culturally contingent user experience design
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