28,839 research outputs found

    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

    Wearable and mobile devices

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    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing

    Determinants for a generic mobile commerce transformation framework

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    Current technological advancement has given the necessary impetus for businesses to transform from traditional ways into to mobile business or m-businesses. This transformation has begun from the Internet era, where traditional businesses transformed to e-businesses by taking advantages of the facilities offered by the Internet. Recent development in wireless technology facilitated businesses to move further to m-businesses. Despite the development in the technical domain, it appears that businesses still struggle to comprehend the processes involved in the transformation because a proper framework is yet to evolve. This work-in-progress paper provides a background to such transformation with a method to achieve this transformation

    Social e-learning in topolor : a case study

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    Social e-learning is a process through which learners achieve their learning goals via social interactions with each other by sharing knowledge, skills, abilities and educational materials. Adaptive e-learning enables adaptation and personalization of the learning process, based on learner needs, knowledge, preferences and other characteristics. In this paper, we present a case study that analyzes the social interaction features of a social personalized adaptive e-learning system developed at the University of Warwick, called Topolor. We discuss the results of a quantitative case study that evaluates the perceived usefulness and usability. The results demonstrate a generally high level of learner satisfaction with their learning experience. We extend the discussion of the results to explore future research directions and suggest further improvements for the studied social personalized adaptive e-learning system

    IMPROVING THE DEPENDABILITY OF DESTINATION RECOMMENDATIONS USING INFORMATION ON SOCIAL ASPECTS

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    Prior knowledge of the social aspects of prospective destinations can be very influential in making travel destination decisions, especially in instances where social concerns do exist about specific destinations. In this paper, we describe the implementation of an ontology-enabled Hybrid Destination Recommender System (HDRS) that leverages an ontological description of five specific social attributes of major Nigerian cities, and hybrid architecture of content-based and case-based filtering techniques to generate personalised top-n destination recommendations. An empirical usability test was conducted on the system, which revealed that the dependability of recommendations from Destination Recommender Systems (DRS) could be improved if the semantic representation of social attributes information of destinations is made a factor in the destination recommendation process

    Personalization in cultural heritage: the road travelled and the one ahead

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    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

    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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