1,837 research outputs found

    Reviving calm technology in the e-tourism context

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    Tourism industry practitioners should understand the controversial nature of the information and communication technology (ICT) proliferation to ensure the ICT solutions do not consume too much of their attention, thus jeopardizing consumer enjoyment of tourism services. The concept of calm technology or calm design serves this purpose. Calm design suggests that technology should quietly recede in the background and come into play with users when and if required, thus delivering and/or enhancing a desired experience. Although this concept is of relevance to e-tourism, until recently, it has never been considered within. This is where this paper contributes to knowledge as, for the first time, it introduces calm design into the e-tourism context and critically evaluates the determinants of its broader adoption within the tourism industry. It positions calm design within the e-tourism realm, discusses its implications for customer service management, supply chain management and destination management, and discloses opportunities for future research

    Computer Vision for Multimedia Geolocation in Human Trafficking Investigation: A Systematic Literature Review

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    The task of multimedia geolocation is becoming an increasingly essential component of the digital forensics toolkit to effectively combat human trafficking, child sexual exploitation, and other illegal acts. Typically, metadata-based geolocation information is stripped when multimedia content is shared via instant messaging and social media. The intricacy of geolocating, geotagging, or finding geographical clues in this content is often overly burdensome for investigators. Recent research has shown that contemporary advancements in artificial intelligence, specifically computer vision and deep learning, show significant promise towards expediting the multimedia geolocation task. This systematic literature review thoroughly examines the state-of-the-art leveraging computer vision techniques for multimedia geolocation and assesses their potential to expedite human trafficking investigation. This includes a comprehensive overview of the application of computer vision-based approaches to multimedia geolocation, identifies their applicability in combating human trafficking, and highlights the potential implications of enhanced multimedia geolocation for prosecuting human trafficking. 123 articles inform this systematic literature review. The findings suggest numerous potential paths for future impactful research on the subject

    Emerging technologies for learning report (volume 3)

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    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

    ACUTA Journal of Telecommunications in Higher Education

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    In This Issue President\u27s Message From the ACUTA CEO Advertiser Index Cables and the Cloud Snapshot: Spending Update High Expectations for the Campus Network NMSU Builds a Better VoIP LAN Harvard Turns to Technology for Teacher Evaluations Online Education: Interesting but Not Transformational? Campus Innovation and the lnternet of Things Face lt...Google Glass ls Coming Your Way Bandwidth 101 2013 lnstitutional Excellence Awar

    Harnessing Technology: preliminary identification of trends affecting the use of technology for learning

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    Self-adaptation via concurrent multi-action evaluation for unknown context

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    Context-aware computing has been attracting growing attention in recent years. Generally, there are several ways for a context-aware system to select a course of action for a particular change of context. One way is for the system developers to encompass all possible context changes in the domain knowledge. Other methods include system inferences and adaptive learning whereby the system executes one action and evaluates the outcome and self-adapts/self-learns based on that. However, in situations where a system encounters unknown contexts, the iterative approach would become unfeasible when the size of the action space increases. Providing efficient solutions to this problem has been the main goal of this research project. Based on the developed abstract model, the designed methodology replaces the single action implementation and evaluation by multiple actions implemented and evaluated concurrently. This parallel evaluation of actions speeds up significantly the evolution time taken to select the best action suited to unknown context compared to the iterative approach. The designed and implemented framework efficiently carries out concurrent multi-action evaluation when an unknown context is encountered and finds the best course of action. Two concrete implementations of the framework were carried out demonstrating the usability and adaptability of the framework across multiple domains. The first implementation was in the domain of database performance tuning. The concrete implementation of the framework demonstrated the ability of concurrent multi-action evaluation technique to performance tune a database when performance is regressed for an unknown reason. The second implementation demonstrated the ability of the framework to correctly determine the threshold price to be used in a name-your-own-price channel when an unknown context is encountered. In conclusion the research introduced a new paradigm of a self-adaptation technique for context-aware application. Among the existing body of work, the concurrent multi-action evaluation is classified under the abstract concept of experiment-based self-adaptation techniques
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