55,204 research outputs found
Personalization in cultural heritage: the road travelled and the one ahead
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
Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie
How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
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 visitors’ 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 system’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
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A student-led comparison of techniques for augmenting the field experience
We report a study in which 30 university geography students compared five techniques to enhance the experience of visiting outdoor locations. The techniques were: a pre-prepared acetate overlay of the visual scene; a custom-designed visitor guide running on a PDA; the mScape location-based software running on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted virtual reality display. The students were given the assignment as part of their assessed coursework for a field trip to the UK Lake District, where they had to evaluate the techniques and propose improvements or future designs to enable tourists or students on field trips to gain an enhanced understanding of their surroundings. The paper describes these techniques, reports the process and results of the student assignment, and concludes with a discussion of some broader issues emerging from the project
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
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
CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines
Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective.
The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines.
From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research
Network layer access control for context-aware IPv6 applications
As part of the Lancaster GUIDE II project, we have developed a novel wireless access point protocol designed to support the development of next generation mobile context-aware applications in our local environs. Once deployed, this architecture will allow ordinary citizens secure, accountable and convenient access to a set of tailored applications including location, multimedia and context based services, and the public Internet. Our architecture utilises packet marking and network level packet filtering techniques within a modified Mobile IPv6 protocol stack to perform access control over a range of wireless network technologies. In this paper, we describe the rationale for, and components of, our architecture and contrast our approach with other state-of-the- art systems. The paper also contains details of our current implementation work, including preliminary performance measurements
Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless
A converged broadcast and telecommunication
service platform is presented that is able to create, deliver, and
manage interactive, multimedia content and services for consumption
on three different terminal types. The motivations of
service providers for designing converged interactive multimedia
services, which are crafted for their individual requirements, are
investigated. The overall design of the system is presented with
particular emphasis placed on the operational features of each
of the sub-systems, the flows of media and metadata through the
sub-systems and the formats and protocols required for inter-communication
between them. The key features of tools required for
creating converged interactive multimedia content for a range of
different end-user terminal types are examined. Finally possible
enhancements to this system are discussed. This study is of particular
interest to those organizations currently conducting trials
and commercial launches of DVB-H services because it provides
them with an insight of the various additional functions required
in the service provisioning platforms to provide fully interactive
services to a range of different mobile terminal types
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