29,121 research outputs found

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    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

    A Numerical Approach for Assigning a Reputation to Users of an IoT Framework

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    AbstractNowadays, in the Internet of Things (IoT) society, the massive use of technological devices available to the people makes possible to collect a lot of data describing tastes, choices and behaviours related to the users of services and tools. These information can be rearranged and interpreted in order to obtain a rating (i.e., evaluation) of the subjects (i.e., users) interacting with specific objects (i.e., items). Generally, reputation systems are widely used to provide ratings to products, services, companies, digital contents and people. Here, we focus on this issue, adopting a Collaborative Reputation System (CRS) to evaluate the visitors' behaviour in a real cultural event. The results obtained, compared with those obtained by other methods (i.e., classification), have confirmed the reliability and the usefulness of CRSes for deeply understand dynamics related to visiting styles

    Curated routes: the project of developing experiential tracks in sub-urban landscape

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    The Curated Routes project reflects on the visiting routes’ ability to make apparent the internal characteristics of urban environments. The project’s name allude to the intellectual function of curation and the materiality of routes. Curate deals with the practice of arranging material –tangible or intangible- in a way that a new understanding of an area is revealed. The word routes refers to the linear associations that link places and guide movement. The Curated Routes aim to reinforce the development of bonding ties between people and urban environments by re-constructing the way we visit and explore a place. The overall goal of the project is to outline the conceptual guidelines of a visitors’ guide that could later be used for the development of the informatics model. The project follows the methodology that the context-aware routes apply, though particular attention is paid to the second phase of the process where an innovative approach is applied. The introduction of the “chronotope” filters enables us to “knit” the terrestrial route to a range of informative storylines, and hence to develop different interpretations of an urban environment

    Cultural realignment, islands and the influence of tourism: A new conceptual approach

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    This article introduces a new concept: ‘cultural realignment’, which embraces phenomena such as cultural representation, interpretation, stereotyping and branding. Cultural realignment is the intentional depiction or interpretation of a culture (or part of one) for a specific preconceived purpose. It relates directly to power, and there is a need for this broad concept to help comprehend processes in an era of increasing globalisation, the growth of cultural commodification and the proliferation of representations in media including the internet. A prime concern of the article is the way that cultural realignment impacts on the identities of the communities subject to the realignment. The main examples given relate to island communities and their representation by anthropologists, and to island tourist destinations that have been subject to various descriptions, physical transformations and commodification driven by the tourism industry. A case study is examined as an example in the Canary Islands, using original research material related to recent and longitudinal fieldwork

    Modelling goes to museums : experiential consumption, The Theory of Planned Behaviour and old and new museology

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    This study adopts a two-stage structural equation modelling approach to demonstrate the nomological validity and utility of The Theory of Planned Behaviour to both predict and to explain the visiting intentions of middle-class residents to social history museums within the next 12 months. Working within an 'experience-based management approach' the present study provides both a descriptive contribution, in terms of identifying and providing significant improvements in the measurement of museum anticipated experiences and resource facilitators and constraints, as well as a predictive contribution, in terms of assessing the ability of The Theory of Planned Behaviour, and in particular, the relative contribution of attitudes, subjective norms and perceived behavioural control modelled with complex summated- interactive antecedents, to explain museum visiting intentions. Particular attention is given to the neglected role of belief evaluation in previous museum and heritage studies in describing the structure and structural dynamics of anticipated museum experience opportunities. Furthermore, attention is given to the potential contribution of perceived behavioural control, and an understanding of an individual's resource constraints, to the experience-based management approach. A two-stage development of a summated interactive- complex model is shown to overcome methodological and conceptual deficiencies which have been noted in previous expectancy-value attitude studies. In addition, this study examines the impact of the anticipated interpretative environment (physical designed space) on the museum experiential opportunities, control and social influences perceived by individuals, and compares the interpretative orientation of The New Museology (idea-based museum) to traditional mixes of museum interpretative media (object-based museum) in this respect. A qualitative-quantitative research design was employed. Thirty extended qualitative interviews formed the basis of the study by providing a 'real lived' understanding of common consumption experiences at heritage attractions, the resource problems associated with museum visits and the influences of social referents. Four hundred quantitative interviews with respondents from middle-class households formed the main focus of the study. Interviews were conducted using a systematic random sampling method applied in two spatially and demographically contrasting electoral wards of Edinburgh, Scotland. Across the spatial wards, respondents were randomly divided in two sub-groups (n=200). In each sub-group respondents were asked to evaluate a pictorial collage designed to capture the interpretative orientation of either the New Museology or traditional approach to museum interpretative mixes. The study highlights the superiority of interpretative media mixes common to The New Museology in raising the instrumental and experiential-process value individuals anticipate from this style of museum attraction. In doing so, the study finds support for the continued application of The Manning-Haas Hierarchy of Demand, where the importance of 'setting' in managing the consumption experiences of consumers is explicitly recognised. However, due to the 'egalitarian' objective of The New Museology, and the expected 'levelling' or increasing homogeneity observed between visitors and non-visitors to idea-based (The New Museology) in terms of anticipated experiential benefits and costs perceived in this museum environment, the present study finds the predictive ability of attitudes in The Theory of Planned Behaviour is reduced. For the idea-based museum, these findings raise some questions regarding the ability of the Manning-Haas Hierarchy, which is based on expectancy-value theory, to operate as a predictive modd of motivation as it was intended. However, the present study does support the use of the Manning-Haas Hierarchy as a descriptive heuristic for product development alone. Subjective norms were not found to increase our understanding of museum visiting intentions, while the explanatory ability of perceived behavioural control was limited to idea-based museum attractions. Further, based on the significant contribution for past expereince to explain visiting intentions to the idea based museum, the present study calls for further research to identify potential 'deficiencies' in explanatory variables needed to more fully understand the motivations of individuals to visit idea-based museums associated with The New Museology. Finally, the present study demonstrates the importance of both sub-group analysis in the Theory of Planned Behaviour in order to identify the moderating impact of past experience and gender on the relative impact of attitude, subjective norms and perceived behaviour control on museum visiting intentions

    THE CHINESE ARE COMING – AN ANALYSIS OF THE PREFERENCES OF CHINESE HOLIDAY MAKERS AT HOME AND ABROAD

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    We analyse the destination choice of Chinese tourists in China and abroad. Abroad, Chinese tourists prefer to travel to large and rich countries, and are little deterred by distance. Climate, coast, culture and political stability are irrelevant. Chinese tourists travel disproportionally to “approved destinations”, but this is being eroded as more countries acquire this status. The model predicts that Southeast Asian countries are harmed most by the extension of the ADS system, while North America suffers most from being excluded. Domestically, Chinese tourists prefer rich and densely population areas, but dislike cities. They value easy access by road and rail, and are attracted by nature. Cultural attractions are less important, and may even reduce tourist numbers. Although potential tourist numbers are large, tourist operators should not assume that Chinese tourists behave like other tourists.International tourism, domestic tourism, China, destination choice

    Hedonic Pricing Evaluation on Agritourism Activity in Italy: Local Culture-based or Facility-based?

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    This paper focused on how and what diversified activities influence the price level of agritourism. A hypothesis that contrasts two directions was examined: facility-based and local culture-based activities. First, from the conceptual consideration, we defined that agritourism based on local cultural resources can internalize positive externalities, which are accompanied by local cultural resources, into income, unlike facility-based activity that has no connection with local cultural resources. Second, the results of estimations from the price determinant ordered logit model clarified that owning a swimming pool was the most common and influential factor in enhancing the price level while regional diversity was observed in terms of local cultural resource-based activities such as restaurants, world heritage sites and DOC wines. These findings indicate that hardware-based evolution is more effective in the short term than evolution based on software aspects. Nevertheless, this hardware-based evolution of agritourism is implicitly based on the assumption of continuously growing demand and sufficient financial capability for the fixed investment. When growth in demand becomes stagnant, facility installation can be a heavy burden on operators. Consequently, for the sustainable development of agritourism it will be necessary to harness locality to create a balance between facility-based services and local culture-based services.agritourism, local cultural heritage, hedonic pricing, Agribusiness, Agricultural and Food Policy, Community/Rural/Urban Development, Food Consumption/Nutrition/Food Safety, Labor and Human Capital,

    A virtualized software based on the NVIDIA cuFFT library for image denoising:performance analysis

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    Generic Virtualization Service (GVirtuS) is a new solution for enabling GPGPU on Virtual Machines or low powered devices. This paper focuses on the performance analysis that can be obtained using a GPGPU virtualized software. Recently, GVirtuS has been extended in order to support CUDA ancillary libraries with good results. Here, our aim is to analyze the applicability of this powerful tool to a real problem, which uses the NVIDIA cuFFT library. As case study we consider a simple denoising algorithm, implementing a virtualized GPU-parallel software based on the convolution theorem in order to perform the noise removal procedure in the frequency domain. We report some preliminary tests in both physical and virtualized environments to study and analyze the potential scalability of such an algorithm. Peer-review under responsibility of the Conference Program Chairs

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    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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