71,186 research outputs found

    Anticipating Information Needs Based on Check-in Activity

    Full text link
    In this work we address the development of a smart personal assistant that is capable of anticipating a user's information needs based on a novel type of context: the person's activity inferred from her check-in records on a location-based social network. Our main contribution is a method that translates a check-in activity into an information need, which is in turn addressed with an appropriate information card. This task is challenging because of the large number of possible activities and related information needs, which need to be addressed in a mobile dashboard that is limited in size. Our approach considers each possible activity that might follow after the last (and already finished) activity, and selects the top information cards such that they maximize the likelihood of satisfying the user's information needs for all possible future scenarios. The proposed models also incorporate knowledge about the temporal dynamics of information needs. Using a combination of historical check-in data and manual assessments collected via crowdsourcing, we show experimentally the effectiveness of our approach.Comment: Proceedings of the 10th ACM International Conference on Web Search and Data Mining (WSDM '17), 201

    Disrupting the player’s schematised knowledge of game components

    Get PDF

    Concept-based Interactive Query Expansion Support Tool (CIQUEST)

    Get PDF
    This report describes a three-year project (2000-03) undertaken in the Information Studies Department at The University of Sheffield and funded by Resource, The Council for Museums, Archives and Libraries. The overall aim of the research was to provide user support for query formulation and reformulation in searching large-scale textual resources including those of the World Wide Web. More specifically the objectives were: to investigate and evaluate methods for the automatic generation and organisation of concepts derived from retrieved document sets, based on statistical methods for term weighting; and to conduct user-based evaluations on the understanding, presentation and retrieval effectiveness of concept structures in selecting candidate terms for interactive query expansion. The TREC test collection formed the basis for the seven evaluative experiments conducted in the course of the project. These formed four distinct phases in the project plan. In the first phase, a series of experiments was conducted to investigate further techniques for concept derivation and hierarchical organisation and structure. The second phase was concerned with user-based validation of the concept structures. Results of phases 1 and 2 informed on the design of the test system and the user interface was developed in phase 3. The final phase entailed a user-based summative evaluation of the CiQuest system. The main findings demonstrate that concept hierarchies can effectively be generated from sets of retrieved documents and displayed to searchers in a meaningful way. The approach provides the searcher with an overview of the contents of the retrieved documents, which in turn facilitates the viewing of documents and selection of the most relevant ones. Concept hierarchies are a good source of terms for query expansion and can improve precision. The extraction of descriptive phrases as an alternative source of terms was also effective. With respect to presentation, cascading menus were easy to browse for selecting terms and for viewing documents. In conclusion the project dissemination programme and future work are outlined

    Persuasive Technology for Learning in Business Context

    Get PDF
    "Persuasive Design is a relatively new concept which employs general principles of persuasion that can be implemented in persuasive technology. This concept has been introduced by BJ Fogg in 1998, who since then has further extended it to use computers for changing attitudes and behaviour. Such principles can be applied very well in learning and teaching: in traditional human-led learning, teachers always have employed persuasion as one of the elements of teaching. Persuasive technology moves these principles into the digital domain, by focusing on technology that inherently stimulates learners to learn more quickly and effectively. This is very relevant for the area of Business Management in several aspects: Consumer Behavior, Communications, Human Resource, Marketing & Advertising, Organisational Behavior & Leadership. The persuasive principles identified by BJ Fogg are: reduction, tunnelling, tailoring, suggestion, self-monitoring, surveillance, conditioning, simulation, social signals. Also relevant is the concept of KAIROS, which means the just-in-time, at the right place provision of information/stimulus. In the EuroPLOT project (2010-2013) we have developed persuasive learning objects and tools (PLOTs) in which we have applied persuasive designs and principles. In this context, we have developed a pedagogical framework for active engagement, based on persuasive design in which the principles of persuasive learning have been formalised in a 6-step guide for persuasive learning. These principles have been embedded in two tools – PLOTmaker and PLOTLearner – which have been developed for creating persuasive learning objects. The tools provide specific capability for implementing persuasive principles at the very beginning of the design of learning objects. The feasibility of employing persuasive learning concepts with these tools has been investigated in four different case studies with groups of teachers and learners from realms with distinctly different teaching and learning practices: Business Computing, language learning, museum learning, and chemical substance handling. These case studies have involved the following learner target groups: school children, university students, tertiary students, vocational learners and adult learners. With regards to the learning context, they address archive-based learning, industrial training, and academic teaching. Alltogether, these case studies include participants from Sweden, Africa (Madagascar), Denmark, Czech Republic, and UK. One of the outcomes of this investigation was that one cannot apply a common set of persuasive designs that would be valid for general use in all situations: on the contrary, the persuasive principles are very specific to learning contexts and therefore must be specifically tailored for each situation. Two of these case studies have a direct relevance to education in the realm of Business Management: Business Computing and language learning (for International Business). In this paper we will present the first results from the evaluation of persuasive technology driven learning in these two relevant areas.

    The concepts of surveillance and sousveillance: A critical analysis

    Get PDF
    The concept of surveillance has recently been complemented by the concept of sousveillance. Neither term, however, has been rigorously defined, and it is particularly unclear how to understand and delimit sousveillance. This article sketches a generic definition of surveillance and proceeds to explore various ways in which we might define sousveillance, including power differentials, surreptitiousness, control, reciprocity, and moral valence. It argues that for each of these ways of defining it, sousveillance either fails to be distinct from surveillance or to provide a generally useful concept. As such, the article concludes that academics should avoid the neologism, and simply clarify what sense of surveillance is at stake when necessary
    • …
    corecore