48,118 research outputs found

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed

    Making Public Media Personal: Nostalgia and Reminiscence in the Office

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    In this paper we explore the notion of creating personally evocative collections of content from publicly available material. Compared to the personal media that we look at, reminisce over, or personalise our offices with, public media offers the potential for a different type of nostalgia, signifiers of an era such as entertainment, products, or fashions. We focus on an office environment, where the use of filtered public media may mitigate concerns over protecting privacy and disclosing too much of one's identity, while keeping the existing benefits of office personalisation in terms of reminiscence, improving mood, and developing identity. After preliminary explorations of content and form, we developed a two-screen ambient display that cycled through 500 images automatically retrieved based on four simple user questions. We ran a two-week trial of the display with six users. We present qualitative results of the trial from which we see that it is possible to bring the delight associated with personal content into the workplace, while being mindful of issues of appropriateness and privacy. Images of locations from childhood were particularly evocative for all participants, while simple objects such as stickers, music, or boardgames were more varied across participants. We discuss a number of avenues for future work in the workplace and beyond: improving the chance of an evocative moment, capturing the mundane, and the crowdsourcing of nostalgia

    Everything You Need to Know About Curriculum Development

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    SmartEx: a case study on user profiling and adaptation in exhibition booths

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    An investigation into user profiling and adaptation with exhibition booth as a case study is reported. First a review of the field of exhibitions and trade fairs and a summary introduction to adaptation and profiling are given. We then introduce three criteria for the evaluation of exhibition booth: effectiveness, efficiency and affect. Effectiveness is related the amount of information collected, efficiency is a measurement of the time taken to collect the information, and affect is the perception of the experience and the mood booth visitors have during and after their visit. We have selected these criteria to assess adaptive and profiled exhibition booths, we call smart exhibition (SmartEx). The assessment is performed with an experiment with three test conditions (non-profiled/non adaptive, profiled/non-adaptive and profiled adaptive presentations). Results of the experiment are presented along discussion. While there is significant improvements of effectiveness and efficiency between the two-first test conditions, the improvement is not significant for the last test condition, for reasons explained. As for the affect, the results show that it has an under-estimated importance in people minds and that it should be addressed more carefully

    Reading and company: embodiment and social space in silent reading practices

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    Reading, even when silent and individual, is a social phenomenon and has often been studied as such. Complementary to this view, research has begun to explore how reading is embodied beyond simply being ‘wired’ in the brain. This article brings the social and embodied perspectives together in a very literal sense. Reporting a qualitative study of reading practices across student focus groups from six European countries, it identifies an underexplored factor in reading behaviour and experience. This factor is the sheer physical presence, and concurrent activity, of other people in the environment where one engages in individual silent reading. The primary goal of the study was to explore the role and possible associations of a number of variables (text type, purpose, device) in selecting generic (e.g. indoors vs outdoors) as well as specific (e.g. home vs library) reading environments. Across all six samples included in the study, participants spontaneously attested to varied, and partly surprising, forms of sensitivity to company and social space in their daily efforts to align body with mind for reading. The article reports these emergent trends and discusses their potential implications for research and practice

    Level up learning: a national survey on teaching with digital games

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    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice

    Web accessibility and mental disorders

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    Background: Mental disorders are a significant public health issue due to the restrictions they place on participation in all areas of life and the resulting disruption to the families and societies of those affected. People with these disorders often use the Web as an informational resource, platform for convenient self-directed treatment and a means for many other kinds of support. However, some features of the Web can potentially erect barriers for this group that limit their access to these benefits, and there is a lack of research looking into this eventuality. Therefore, it is important to identify gaps in knowledge about “what” barriers exist and “how” they could be addressed so that this knowledge can inform Web professionals who aim to ensure the Web is inclusive to this population. Objective: The objective of this work was to identify the barriers people with mental disorders, especially those with depression and anxiety, experience when using the Web and the facilitation measures used to address such barriers. Methods: This work involved three studies. First, (1) a systematic review of studies that have considered the difficulties people with mental disorders experience when using digital technologies. A synthesis was performed by categorizing data according to the 4 foundational principles of Web accessibility as proposed by the World Wide Web Consortium. Facilitation measures recommended by studies were later summarized into a set of minimal recommendations. This work also relied data triangulation using (2) face-to-face semistructured interview study with participants affected by depression and anxiety and a comparison group, as well as (3) a persona-based expert online survey study with mental health practitioners. Framework analysis was used for study 2 and study 3. Results: A total of 16 publications were included in study 1’s review, comprising 13 studies and 3 international guidelines. Findings suggest that people with mental disorders experience barriers that limit how they perceive, understand, and operate websites. Identified facilitation measures target these barriers in addition to ensuring that Web content can be reliably interpreted by a wide range of user applications. In study 2, 167 difficulties were identified from the experiences of participants in the depression and anxiety group were discussed within the context of 81 Web activities, services, and features. Sixteen difficulties identified from the experiences of participants in the comparison group were discussed within the context of 11 Web activities, services, and features. In study 3, researchers identified 3 themes and 10 subthemes that described the likely difficulties people with depression and anxiety might experience online as reported by mental health practitioners. Conclusions: People with mental disorders encounter barriers on the Web, and attempts have been made to remove or reduce these barriers. This investigation has contributed to a fuller understanding of these difficulties and provides innovative guidance on how to remove and reduce them for people with depression and anxiety when using the Web. More rigorous research is still needed to be exhaustive and to have a larger impact on improving the Web for people with mental disorders
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