1,478 research outputs found

    Dynamically Personalizing Search Results for Mobile Users

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    International audienceWe introduce a novel situation-aware approach to personalize search results for mobile users. By providing a mobile user with appropriate information that dynamically satisfies his interests according to his situation, we tackle the problem of information overload. To build situation-aware user profile we rely on evidence issued from retrieval situations. A retrieval situation refers to the spatio-temporal context of the user when submitting a query to the search engine. A situation is represented as a combination of geographical and temporal concepts inferred from concrete time and location information by some ontological knowledge. User's interests are inferred from past search activities related to the identified situations. They are represented using concepts issued from a thematic ontology. We also involve a method to maintain the user's interests over his ongoing search activity and to personalize the search results

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Personalization by Partial Evaluation.

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    The central contribution of this paper is to model personalization by the programmatic notion of partial evaluation.Partial evaluation is a technique used to automatically specialize programs, given incomplete information about their input.The methodology presented here models a collection of information resources as a program (which abstracts the underlying schema of organization and ïŹ‚ow of information),partially evaluates the program with respect to user input,and recreates a personalized site from the specialized program.This enables a customizable methodology called PIPE that supports the automatic specialization of resources,without enumerating the interaction sequences beforehand .Issues relating to the scalability of PIPE,information integration,sessioniz-ling scenarios,and case studies are presented

    An Agent Enabled System for Personalizing Wireless Mobile Services

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    Handheld wireless devices such as cellular phones and personal digital assistants (PDAs) have limited memory, storage, and processing power. In addition, small screens and limited input facilities make entering information tedious. It is therefore important that wireless mobile applications optimize resource usage and minimize input effort imposed on the user. One way is to download to the client only the information most relevant to the user, then present that information effectively, taking into account the user\u27s preferences and history as well as the task at hand. This personalization approach minimizes the information to be displayed. In this paper, we present a mobile agent-based system for personalizing mobile services; we use mobile agents simply because such autonomous software entities have characteristics that can benefit mobile devices and the wireless environment. We introduce the tiered architecture of the proposed system and the functions of the different components; then we discuss how we use the Composite/Capabilities Preferences/Profile (CC/PP) in personalizing wireless mobile services. A proof of concept implementation has been developed using Java technologies

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

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    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Convergence of Gamification and Machine Learning: A Systematic Literature Review

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    Recent developments in human–computer interaction technologies raised the attention towards gamification techniques, that can be defined as using game elements in a non-gaming context. Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and gamification are combined. This new direction thrilled us to conduct a systematic literature review in order to investigate the current literature in the field, to explore the convergence of these two technologies, highlighting their influence on one another, and the reported benefits and challenges. The results of the study reflect the various usage of this confluence, mainly in, learning and educational activities, personalizing gamification to the users, behavioral change efforts, adapting the gamification context and optimizing the gamification tasks. Adding to that, data collection for machine learning by gamification technology and teaching machine learning with the help of gamification were identified. Finally, we point out their benefits and challenges towards streamlining future research endeavors.publishedVersio

    Staging Transformations for Multimodal Web Interaction Management

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    Multimodal interfaces are becoming increasingly ubiquitous with the advent of mobile devices, accessibility considerations, and novel software technologies that combine diverse interaction media. In addition to improving access and delivery capabilities, such interfaces enable flexible and personalized dialogs with websites, much like a conversation between humans. In this paper, we present a software framework for multimodal web interaction management that supports mixed-initiative dialogs between users and websites. A mixed-initiative dialog is one where the user and the website take turns changing the flow of interaction. The framework supports the functional specification and realization of such dialogs using staging transformations -- a theory for representing and reasoning about dialogs based on partial input. It supports multiple interaction interfaces, and offers sessioning, caching, and co-ordination functions through the use of an interaction manager. Two case studies are presented to illustrate the promise of this approach.Comment: Describes framework and software architecture for multimodal web interaction managemen
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