158 research outputs found

    Interactive virtual environment focused on gamified tourism

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2017/2018The present document constitutes the Final Degree Project’s Technical Report of the Video Games Design and Development Degree offered by the Universitat Jaume I. The work to be developed consists in creating an interactive virtual gamified environment focused on tourism, through geolocation and augmented reality tools based on smartphones. It covers aspects about the planning, decision making and conceptual design of the final product and implementation details involved in the development of the complete application during the course of a few months by Francisco Alfaro Moscardó, student of the before mentioned Degree. The aim of the project is providing both residents and visitors some knowledge about the main monuments and places of interest of the Valencia city historical centre (Spain). The application has been developed using Unity 3D game engine combined with a set of current libraries that allow to have a better performance and management of the event interaction and Augmented Reality. The geolocated system is based on the Global Positioning System (GPS) and is fully integrated with two different augmented reality mini games that are part of the whole experience and give players some added challenges before giving them the historical information about the monuments. Furthermore, the application communicates remotely with Google servers to provide services such as the modification of the database where the areas data is stored or the use of the Google user account for unlocking achievements and be part of a worldwide ranking

    IMPROVEMENT OF SERVICE QUALITY BY USING UBIQUITOUS COMPUTING IN HOSPITALITY

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    Economies of developed countries are primarily based on the services sector, where the hospitality industry plays an important role. As such, new service design and service innovation are vital for maintaining competitive advantage. Recently, ubiquitous computing has emerged as a key enabler in various industries in support of service innovation by facilitating the design of new services. This study aims to investigate the benefits provided by ubiquitous computing in the hospitality domain for improved service quality, customer satisfaction, and profitability. First, the literature on service quality is presented, and important quality dimensions are selected accordingly. After providing a brief review of related technologies and existing applications, a ubiquitous computing framework is proposed in support of innovative services for the hotel industry. Via the analysis of the framework, changes in business processes are exposed and the contributions of ubiquitous computing are discussed according to the identified service quality dimensions

    Value Co-Creation in Smart Services: A Functional Affordances Perspective on Smart Personal Assistants

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    In the realm of smart services, smart personal assistants (SPAs) have become a popular medium for value co-creation between service providers and users. The market success of SPAs is largely based on their innovative material properties, such as natural language user interfaces, machine learning-powered request handling and service provision, and anthropomorphism. In different combinations, these properties offer users entirely new ways to intuitively and interactively achieve their goals and thus co-create value with service providers. But how does the nature of the SPA shape value co-creation processes? In this paper, we look through a functional affordances lens to theorize about the effects of different types of SPAs (i.e., with different combinations of material properties) on users’ value co-creation processes. Specifically, we collected SPAs from research and practice by reviewing scientific literature and web resources, developed a taxonomy of SPAs’ material properties, and performed a cluster analysis to group SPAs of a similar nature. We then derived 2 general and 11 cluster-specific propositions on how different material properties of SPAs can yield different affordances for value co-creation. With our work, we point out that smart services require researchers and practitioners to fundamentally rethink value co-creation as well as revise affordances theory to address the dynamic nature of smart technology as a service counterpart

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    Measuring the Effects of Multi-Sensory Stimuli in the Mixed Reality Environment for Tourism Value Creation

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    This thesis explores the impact of technology-enhanced multisensory stimuli on visitors' value judgments and behavioural intentions at tourist attractions. The study is based on the Tourism Value Framework (Smith and Colgate, 2007), which examines the influence of tourism environment and experience cues on tourist behaviour. To achieve the objective, four key areas were critically reviewed: 1) value creation in attraction-based tourism, 2) multisensory experience literature including experiencescape research, 3) immersion, and 4) mixed-reality technology (Objective 1). Primary data collection involved two research phases. The first phase included ten semistructured focus group interviews with visitors at two multisensory mixed-reality tourism locations in Finland (Objective 2). These interviews provided insights into visitors' perspectives on value formation, immersive experiences, and mixed-reality technologies. Thematic analysis of the data revealed five themes and seventeen subthemes, including context-specific subthemes, which contributed to understanding the multisensory tourism experience and technology-enhanced experience. Based on ten hypotheses, a qualitative S-I-V-A value creation framework was developed for technology-enhanced multisensory mixed reality tourism environments. The second phase aimed to examine and validate the proposed model by collecting survey responses from 317 visitors to a multisensory mixed reality tourist environment. Covariance-based Structural Equation Modelling (CB-SEM) was used for data analysis (Objective 3). The research's significant achievement is the creation of the S-I-V-A value creation framework for technology-enhanced multisensory mixed reality tourist environments, derived from the study's discoveries (Objective 4). The thesis concludes by summarizing the theoretical contributions of this research and offering recommendations to developers and designers in the tourism and mixed-reality sectors. It acknowledges the study's limitations and suggests potential directions for future research

    Image Retrieval within Augmented Reality

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    Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 Definition of Image Retrieval 2.1.2 Classification of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 Definition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query Specification 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query Specification 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further WorkThe present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 Definition of Image Retrieval 2.1.2 Classification of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 Definition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query Specification 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query Specification 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further Wor

    PSiS mobile

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    Os sistemas de recomendação têm vindo a ser cada vez mais utilizados nos últimos anos. Por isso, é imprescindível que estes sistemas se adaptem à evolução da sociedade incluindo cada vez mais novas funcionalidades, tais como a adaptação do sistema ao contexto da pessoa. Esta adaptação pode ser feita através de, por exemplo, dispositivos móveis, que têm vindo a apresentar uma taxa de crescimento de vendas muito grande. Dada a crescente integração dos sistemas de recomendação com os sistemas móveis, foi elaborado um estudo sobre o estado da arte dos sistemas de auxílio ao turista que utilizam dispositivos móveis, sendo apresentadas as suas vantagens e desvantagens. Estes sistemas móveis de auxílio a turistas foram divididos em dois grupos: os que apresentam apenas a informação sobre pontos de interesse e os sistemas que são capazes de efectuar recomendações, com base no perfil do turista. Um breve estudo sobre os sistemas operativos para dispositivos móveis é apresentado, sendo especialmente focado o sistema operativo Android que foi o escolhido para esta implementação. Como os dispositivos móveis, actualmente, ainda possuem várias limitações, estas foram descritas e apresentadas as boas práticas no desenvolvimento de aplicações para este tipo de sistemas. É também apresentado um estudo que visa descobrir qual é o método mais leve e mais rápido para trocar dados entre a parte servidora e a parte móvel. Com a parte introdutória apresentada, é exposto o projecto desenvolvido nesta tese, o PSiS Mobile. Este sistema é um módulo que faz parte do projecto PSiS e pretende trazer todas as vantagens dos sistemas móveis para o sistema base já implementado. O projecto PSiS foca-se no estabelecimento de planos de visita personalizados com indicação de percursos para turistas com tempo limitado. Apoiando a definição de planos de visitas de acordo com o perfil do turista (interesses, valores pessoais, desejos, restrições, deficiências, etc.) combinando os produtos de turismo mais adequados (locais de interesse, eventos, restaurantes, etc.) em itinerários eficientes. A utilização de dispositivos móveis para acompanhamento da visita permite uma rápida interacção entre o turista e o sistema. Assim, o PSiS poderá recolher informação contextual do utilizador para que o perfil do mesmo seja enriquecido. O sistema apresentado é composto por duas partes: a parte cliente e a parte servidora. Toda a informação, como por exemplo o perfil do turista, histórico de viagens e valores de similaridade entre utilizadores está presente na parte servidora. O processo de recomendação também é efectuado pela aplicação servidora, sendo esta a responsável pela atribuição de uma classificação aos pontos de interesse tendo em conta o perfil do utilizador em causa. A base de dados do PSiS possui toda a informação relativa aos pontos de interesse numa determinada cidade ou região e o portfólio completo do histórico de visitas de cada utilizador. A componente móvel é uma parte muito importante para o sistema, pois interage com o utilizador no terreno. Um dispositivo móvel como o PDA, não só permite a apresentação de informação relevante ao utilizador, como também permite a recolha automática de informação contextual (por exemplo, a localização). Toda esta informação contribui para a definição de um perfil completo e para uma melhor adaptação do sistema às necessidades do utilizador. De forma a nem sempre estar dependente do servidor, a aplicação móvel possui rotinas para a realização de recomendações básicas. Ou seja, a aplicação móvel não realiza a classificação dos pontos de interesse, mas apenas mostra os principais resultados já formados pela parte servidora. Por exemplo, se um utilizador gostar de comida Chinesa, um restaurante Chinês nas imediações irá ter uma boa classificação e, por isso, ser recomendado. A aplicação móvel mostra ao turista o percurso definido para o dia em que o mesmo se encontra, sendo feito o rastreio do trajecto que o mesmo efectua. Assim, o sistema consegue saber se o horário do planeamento está a ser cumprido ou não. Caso não esteja, é invocado um algoritmo de planeamento que irá tentar corrigir o atraso ou o adiantamento perante o horário inicial. Depois de visitar um ponto de interesse, é pedido ao utilizador para fornecer feedback sobre o mesmo. Se desejado também é possível mostrar os pontos de interesse existentes perto do turista (usando as coordenadas GPS obtidas pelo dispositivo móvel) organizados por categorias, raio de distância, etc. Apesar dos dispositivos móveis possuírem várias restrições, pretendeu-se proporcionar ao utilizador uma boa experiência, através de uma aplicação rápida, de fácil utilização e adaptável, incluindo funcionalidades de planeamento, realidade aumentada e integração com a rede social do sistema. Todos estes factores contribuem para a disponibilização de informação detalhada ao turista.Recommendation systems have been growing in a relative number over the last years. But with the actual society evolution and expectations, these systems need to be improved to include new features, such as adapting the system to the context of the user. This adaptation can be performed using mobile devices, which nowadays are under an incredible growth rate in every business area. Since recommendation and mobile systems might be integrated, this work presents the current state of the art in tourism recommendation systems using mobile devices, and states their advantages/disadvantages. A brief study of mobile devices operating system is made and Android Operating System is described, presenting his functionalities and demonstrate how it works, in a software engineering way. Since mobile devices have several limitations a study will be presented to discover the lightest and fastest way to exchange information between a server and a mobile client. PSiS Mobile, that is the proposal of this thesis, is a mobile recommendation system and planning support, designed to provide an effective support during the visit of a tourist, providing context-aware information and recommendations about places of interest to visit based on tourist preferences and his current context

    A discursive analysis of women’s femininities within the context of Tunisian tourism

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    Tourism has been hailed as a vehicle for gender equality and women’s empowerment and yet the relationship between these is far from simple. As tourism is created in already gendered societies, the ability of the industry to empower is shaped by existing gender norms and discourses. Therefore utilising a postcolonial feminist frame, the primary focus of this thesis is to critically explore both the discursive role of tourism and its influence in (re)constructing feminine identities in Tunisia. Informed by the works of Michel Foucault, and postcolonial feminism a critical discourse analysis is performed to identify discourses on femininity within the (re)presentations of Tunisian women in the Tunisian National Tourism Office’s brochures and website. Critical discourse analysis often risks disempowering the communities it seeks to analyse and as such fifteen semi-structured, in-depth interviews were carried out with Tunisian women involved in the Tunisian tourism industry. The interviews were shaped by a terrorist attack targeting tourists that had happened just two weeks before. Interestingly both the promotional materials and the interviews display two particular discourses on femininity, the modern and uncovered daughter of Bourguiba, and the southern covered Other. Of these discourses, it is the daughter of Bourguiba who is privileged and the southern veiled Other who is excluded. These discourses have been fomented since independence from France in 1956 and the rule of President Habib Bourguiba, but they still have a very material impact on the lives of Tunisian women today as evidenced in the interviews. This thesis contributes to both tourism and postcolonial studies in its problematisation of the connotation of Othering as essentially negative. When discourses of the Other shaping (re)presentations refrain from the construction of a monolithic categorisation, they can be more inclusive than discourses of similarity, which exclude all Others. This is linked to host self (re)presentation being intimately entwined within a system of both local and global politics, when cross-cultural (re)presentations are removed from at least some of these. The use of photo elicitation is developed to gain an understanding of how those (re)presented view those (re)presentations, but also to overcome linguistic and cultural barriers

    The Exploration Of Interactive Interfaces And Products In edutainment: The Istanbul Aquarium

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    Tez (Yüksek Lisans) -- İstanbul Teknik Üniversitesi, Fen Bilimleri Enstitüsü, 2015Thesis (M.Sc.) -- İstanbul Technical University, Instıtute of Science and Technology, 2015Bilgi günümüz elektronik çağının en önemli değerlerinden biri olmakla beraber, yaşadığımız çevrenin ayrılmaz bir bütünüdür. Çağın gereksinimlerine ayak uydurmak, teknoloji ve bilgi açısından cevap verebilmek ve akılcı bir biçimde ürünlerin performanslarını arttırmak adına, ürünler dijital teknolojiye uygun bir biçimde şekillendirilmektedirler. Dijital teknoloji birçok ürüne entegre edilmektedir ve bu durum sonuç olarak bahsi geçen ürünlerin fiziksel hesap yapma yani yapay zeka yetisine sahip varlıklar olmasına sebep olmuştur. Ürünlerin değişmekte olan doğası, endüstri ürünleri tasarımı disiplininin rotasını etkileşim tasarımına doğru kırmasına sebep olmuştur. Bu; tasarımda yeni bir dönemin başlangıcı olmuştur. İlaveten bu gelişmeler, tasarım gelişim sürecinin ve takım çalışmasına yönelik koordinasyonun yeniden şekillenmesine neden olmaktadır. Dijital devrim halen gelişmekte iken bu çalışma, pc sonrası dönem için, daha yenilikçi öğrenme odaklı ürün geliştirme sürecine uygun düşecek şekilde önerilerde bulunmayı hedeflemektedir. Topluma açık alanlarda mekanların konseptlerine uygun düşecek şekilde yaratılan içeriklerin daha etkili bir şekilde iletilebilmesi için ve geleneksel bilgi oluşturma şekillerini teknolojinin desteği ile iletmek adına tasarımda bazı adımlar atılmıştır. Eski metodlarla harmanlanan yeni teknolojilerin oluşturduğu modern metodlar kullanıcıların, bu mekanlarda daha çok eğlenirken daha çok öğrenmesini hedeflemektedir. Dolaylı olarak etkin öğrenme süreci, farkında olmadan kullanıcıları etki altına alarak öğrenmenin daha efektif olmasını sağlamaktadır. Bu amaca uzanan yolda, geliştirilen ürünler vasıtasıyla hem mekanlar daha kompleks bir atmosfere bürünmüş olup hem de hedeflenen amaca ulaşmak adına daha emin bir adım atmaktadır. Bu tez, İstanbul Akvaryumu'nda eğitim ve eğlence sağlayan eğitlence odaklı uygulama ürünlerine odaklanmaktadır. Eğitlence uygulamaları, misafirlerin bu mecralardaki yolculuklarının başından sonuna kadar bilgilendirici ve eğitici bir içerik sağlamaktadır. Ürünlerin kendi içindeki uyum sayesinde bilgi, misafirlere farklı porsiyonlarda ve mekanın eğitlence düzenine uygun olarak sunulmaktadır. Böylelikle misafirler günümüzde çok sık rastlandığı üzere fazla bilgi yüklemesine maruz kalmazlar. Bu çalışma, eğitlence ürünlerinin tasarım alanındaki gelişim niteliklerinden bahsetmektedir. Tasarım araçlarını incelemekte ve analiz etmektedir. Projenin iletişimini arttıran özel üretilmiş bir sistem yazılımı üzerinden, iletişim ve eğitimi destekleyen ürünleri incelemeye alan tasarım geliştirme niteliklerini konu edinir. İstanbul Akvaryumu, bugün mevcut olan bütün mümkün tasarım tekniklerini ve interaktif ürünleri içinde barındırmaktadır. Gün geçtikçe her ne kadar yeni teknolojiler xxii geliştirilmekte ve eğitlence tasarımına uygulanmakta olsa da bu akvaryumun, barındırdığı teknolojilerle halen güncel olduğu rahatlıkla söylenebilir. Ürün tasarımı, grafik, interaksiyon ve video tasarımı gibi alanlara ait barındırdığı birçok uygulama üzerinden akvaryum, tümüyle eğitlence projesine özgü niteliklere sahip donanımdadır. Misafirler eğitime ve eğlenceye doğru yaptıkları bu yolculuklarında, dünya denizlerini temsil eden farklı bölgelerin değişik sualtı konseptlerine, özgün ve gözalıcı özelliklerine tanıklık etmektedirler. Bu araştırma, projenin barındırdığı interaktif ürünlerin, toplanan litearatüre göre öğrenme ve bilgi oluşturma prensiplerine uygunluklarını, eğitlence konusuna bağlı olarak incelemektedir. Aynı zamanda, benzer projelerin evrensel örneklerini sunmakta ve pazarın önde gelen firmalarıyla ilgili bilgi sağlamaktadır. Çalışmaya dahil edilen benzer projeleri ve firmaları belirleme aşamasında en önemli kriter, geliştirilen projelerin eğitlence prensiplerine uygunluğu ve İstanbul Akvaryumu'ndaki tasarım süreçlerine benzer süreçlere uygunluğudur. Çalışma, bilgiyi adım adım sunacak şekilde bölümlere ayrılmıştır. İçeriğin organize edilme sırası, okuyucuyu terimler ve çalışmanın genel hatlarıyla ilişkilendirmek için, terminoloji sunumlarıyla başlamaktadır. Projenin hayata geçirildiği mekan, uluslararası standartlara uygun projelerden biri olmakla beraber mimari, tasarımsal ve sosyal anlamlarda çok önemli bir yer işgal etmektedir. Havaalanına 10 km. uzaklıkta son derece stratejik bir lokasyonda bulunmaktadır. Barındırdığı bir alışveriş merkezi ve restoranlarıyla halkın eğlenme ve boş vakit değerlendirmesine olanak sağlamaktadır. Seyir ve alışveriş amaçlı günübirlik turlarla birçok yerli ve yabancı turistin akın ettiği akvaryum turistik bir değere sahiptir. Hatta bazı misafirler bu turlarını, dünyanın birçok ayrı köşesine yapacakları uçuşlarının aktarmalarını beklerken yapmaktadırlar. Tez, tasarım gelişim sürecini ve eğitlencedeki öğrenme nitelikleriyle alakalı sosyal faktörleri merkezine taşımaktadır. İlgili akademik ve sosyal çalışmalardan bahsedip öğrenmeye dair tasarım metodlarını odağına almaktadır. Literatüre bakıldığında eğitlence tasarımının temel taşlarından olan Piaget ve Papert'in öğrenme ile ilgili kaynakları referans alınmıştır. Çalışma eğitlence, interaksiyon ve öğrenmeyi hedefleyen literatürle ilişkili araştırmanın sunumuyla başlar. Literatür, tezin farklı bölümlerinde olan birbiriyle olan bağlantıları açığa çıkarmak için daha önceki yayınları inceleyip analiz etmeye çalışmaktadır. Bilgi birikimini arttırmak için tasarlanmış, iletişimsel hedefleri olan interaktif ürünleri, literatür vasıtasıyla harmanlanması; çalışmanın asıl amacıdır. Bu çalışmada bahsedilen interaktif ürünlerin tanım ve açıklamalarının, eğitlence literatürüyle örtüşmesine gereksinim duyulmasından dolayı tez, buna göre kurgulanmıştır. Bu araştırma, sosyal alanlarda tasarım literatürünün endüstri dahilinde üretilecek olan uygulamalarına bu yeni yaklaşımı entegre ederek, tasarımcılara yeni bir projeye doğru yol alırlarken perspektiflerini daha geniş tutmaları konusunda ilham vermeyi ummaktadır. Buna ek olarak tasarım eğitimi, eğitlence tasarım süreci ve metodolojisinde yeni düşünce sistemlerine yönelik tasarımcıları motive etmeyi xxiii arzulamaktadır. Akvaryumdaki ürünlerle ilişki üzerinden toparlanan literatüre göre bu araştırma; eğitlence teknolojisi, bilgi gelişimi ve eğlendirici-bilgilendirici sistemlerle alakalı belirgin ve geçerli çözümler sunmaya çalışmaktadır. Çalışmanın ilerleyen kısımları, benzer değer taşıyan evrensel proje örnekleri sunarken aynı zamanda tasarım ve yaratma sürecine dahil olan firmalarla ilgili bilgiler de vermektedir. Gün geçtikçe eğitlence, uluslararası alanda bulunan toplumsal merkezlerde daha da yaygınlaşmasına rağmen bir çok ülkeye göre ülkemizde daha başlangıç noktasındadır. Ülkemizde benzer nitelikler taşıyan konularda çalışmalar yapılmış olsa da toplumsal bir alanda eğitlence ürünlerinin varlığı üzerine çok fazla kaynak bulunmamaktadır. Bu çalışma eğitlence odaklı interaktif yerel ürün literatüre etki etmeyi hedeflemesinin yanı sıra tasarım, interaksiyon, eğlence ve bilgiyle alakalı literatür ve metotlar sayesinde öğrenme ve ilişki kurma konusunda eğitlence sergi tasarımı teorisine katkı sağlamayı amaçlamaktadır.Information is one of the most important values of the digital world of today and technology is an indispensable part of the infrastructure of the living environment. Electronic technology is being smartly integrated in various products to enhance their performance, resulting that these products possess the properties of both physical and computing entities. The changing nature of products has expanded the realm of industrial design to direct its course toward the design of interaction design. Furthermore, it has reshaped the product development process and coordination of teamwork. While the digital revolution is still progressing, this study aims to propose an innovative learning oriented product-development process suitable for the post-pc era. The study focuses on the edutainment implementations in Istanbul Aquarium concentrating on the education and entertainment providing products. Similar projects have been mentioned through a design perspective which creates product interaction in public spaces such as museums and aquariums. The edutainment implementations are a journey for the guests carrying them from the entrance to the exit with sparks of informative and educative content. The study mentions the design development assets of Istanbul Aquarium edutainment products observing and analyzing the tools and the products used in the project augmenting communication as well as education through a tailor made framework. The aquarium consists of all possible design techniques and interactive products of today. One can find samples of product, graphic, interaction and motion design in the aquarium distributed according to the edutainment project. The guests venture towards education and entertainment visiting different areas with spectacular separate concepts representing the seas of the world. The study observes the relevance of the interactive products in the aquarium in relation to the literature compiled in accordance with the principles of learning and knowledge creation. The document also provides global examples of similar projects and leading companies in the market. The thesis is devised in such a way that it presents the information step by step. The sequence in which the content is organized begins with the presentation of the terms in order to associate the reader with the terms and and overview of the structure. The venue in which the project has been carried out is one of the leading projects worldwide with various design implementations from an architectural, design and social point of view. As it is situated in a strategic location 10 km from the airport, it has a touristic attraction value housing a mall, restaurants and other structures for public entertainment and leisure purposes. Many visitor flood to the aquarium on a daily tour basis for sightseeing and shopping, some even while waiting for their flights to different corners of the world. The study explores the potential of using touch-screen interfaces and interactive products to open new opportunities for interactive experiences in the aquarium. xx The study pinpoints the approach in design by mentioning relevant academic and social studies made in the field centralizing of the factors which affect the design development process and the social factors related to the learning assets in edutainment. It continues off with the presentation of the research that has been made on terms such as edutainment, interaction and learning, aiming to create a direct contact with the literature. The literature observes and analysis previous studies as well as publications suggested by the study clarifying the connection among different portions of the thesis. Blending the information about the interactive implementations that enhance the knowledge creation and the communication goal of interactive products with the literature is the real challenge the study proposes. The description and the explanation of the design products mentioned in the study all have a precise essentiality in the context of edutainment as the thesis pinpoints. It is hoped that, through integrating the new approach of learning into public spaces design curricula in order to increase its application within the industries, this research may inspire the designers to keep comprehensive perspectives as they embark on a new project. In addition, this research intends to encourage a new thinking in edutainment design process and methodology, as well as in product development. The latter part of the study provides examples of global projects which hold a similar value in the context of edutainment presenting products in the projects and the companies involved in the creation process. The literature review in relation to the interactive products in the aquarium suggests that edutainment related technologies can provide a prominent and viable solution to the need for knowledge enhancing and entertaining informative systems. Through design, interaction, entertainment and knowledge related literature and methods, this study contributes to theory of exhibit design for visitor engagement and learning.Yüksek LisansM.Sc

    Knowledge Communities in Online Education and (Visual) Knowledge Management: 19. Workshop GeNeMe‘16 as part of IFKAD 2016: Proceedings of 19th Conference GeNeMe

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    Communities in New Media started in 1998 as a workshop series at TU Dresden, and since then has annually dealt with online communities at the interface between several disciplines such as education and economics, computer science, social and communication sciences, and more. (See Köhler, Kahnwald & Schoop, 2015). The workshop is traditionally a forum for interdisciplinary dialogue between science and business and serves to share experiences and knowledge among participants from different disciplines, organisations, and institutions. In addition to the core themes of knowledge management and communities (in the chapters of the same name), the main focus of the conference is also on the support of knowledge and learning processes in the field of (media-assisted) higher education. This is complemented by an informational perspective when it comes to more functional and methodological approaches - use cases, workflows, and automation in knowledge management. In addition, systems and approaches for feedback, exchange, and ideas are presented. With the focus of knowledge media design and visual research as well as creative processes, this time there is also a highlight on visual aspects of knowledge management and mediation. For IFKAD 2016, three GeNeMe tracks were accepted which focus on the interface of knowledge communities and knowledge management as well as knowledge media design in science, business, or education. In this conference volume you will find detailed information about these three tracks: -- Knowledge Communities I: Knowledge Management -- Knowledge Communities II: Online Education -- Visual Knowledge Management [From the Preface.]:Preface IX Vorwort XIII Knowledge Communities I: Knowledge Management 1 Process Learning Environments 1 Two Steps to IT Transparency: A Practitioner’s Approach for a Knowledge Based Analysis of Existing IT Landscapes in SME 13 Social Media and Sustainable Communication. Rethinking the Role of Research and Innovation Networks 26 Consolidating eLearning in a Higher Education Institution: An Organisational Issue integrating Didactics, Technology, and People by the Means of an eLearning Strategy 39 How to treat the troll? An empirical analysis of counterproductive online behavior, personality traits and organizational behavior 51 Knowledge Communities II: Online Education 64 Sifa-Portfolio – a Continuing Education Concept for Specialists on Industrial Safety Combining Formal and Informal Learning 64 Analysing eCollaboration: Prioritisation of Monitoring Criteria for Learning Analytics in the Virtual Classroom 78 Gamifying Higher Education. Beyond Badges, Points and Leaderboards 93 Virtual International Learning Experience in Formal Higher Education – A Case Study from Jordan 105 Migration to the Flipped Classroom – Applying a Scalable Flipped Classroom Arrangement 117 MOOC@TU9 – Common MOOC Strategy of the Alliance of Nine Leading German Institutes of Technology 131 A Survey on Knowledge Management in Universities in the QS Rankings: E-learning and MOOCs 144 Visual Knowledge Media 157 Generating implications for design in practice: How different stimuli are retrieved and transformed to generate ideas 157 Behind the data – preservation of the knowledge in CH Visualisations 170 Building a Wiki resource on digital 3D reconstruction related knowledge assets 184 Visual media as a tool to acquire soft skills — cross-disciplinary teaching-learning project SUFUvet 196 Graphing Meeting Records - An Approach to Visualize Information in a Multi Meeting Context 209 HistStadt4D – A four dimensional access to history 221 Ideagrams: A digital tool for observing ideation processes 234 Adress- und Autorenverzeichnis 251Gemeinschaften in Neuen Medien hat 1998 als Workshop-Reihe an der TU Dresden begonnen und seither jährlich das Thema Online-Communities an der Schnittstelle mehrerer Disziplinen wie Informatik, Bildungs- und Wirtschaftswissenschaften, Informatik sowie Sozial-und Kommunikationswissenschaft u.a.m. thematisiert (vgl. Köhler, Kahnwald & Schoop, 2015). Der Workshop ist traditionell ein Forum für den interdisziplinären Dialog zwischen Wissenschaft und Wirtschaft und dient dazu, Erfahrungen und Wissen unter den Teilnehmern aus verschiedenen Disziplinen, Organisationen und Institutionen zu teilen. Die inhaltlichen Schwerpunkte der Konferenz widmen sich neben den Kernthemen Wissensmanagement und Communities (in den gleichnamigen Kapiteln) auch der Unterstützung von Wissens- und Lernprozessen im Bereich der (mediengestützten) Hochschullehre. Ergänzt wird diese eher organisationswissenschaftliche durch eine informatorische Perspektive, wenn es um stärker funktionale bzw. auch methodische Ansätze geht – Use Cases, Workflows und Automatisierung im Wissensmanagement. Darüber hinaus werden Systeme und Ansätze für Feedback, Austausch und Ideenfindung vorgestellt. Mit den Schwerpunkten der Wissensmediengestaltung und visuellen Forschungs- sowie Kreativprozessen wird diesmal auch ein Schlaglicht auf visuelle Aspekte von Wissensmanagement und -vermittlung geworfen. Für die IFKAD 2016 wurden drei GeNeMe-Tracks angenommen, die sich auf das Interface von Wissensgemeinschaften und Wissensmanagement sowie die Wissensmediengestaltung in Wissenschaft, Wirtschaft oder Bildung konzentrieren. Im vorliegenden Tagungsband finden Sie detaillierte Informationen zu diesen drei Tracks: -- Knowledge Communities I: Knowledge Management -- Knowledge Communities II: Online Education -- Visual Knowledge Management [Aus dem Vorwort.]:Preface IX Vorwort XIII Knowledge Communities I: Knowledge Management 1 Process Learning Environments 1 Two Steps to IT Transparency: A Practitioner’s Approach for a Knowledge Based Analysis of Existing IT Landscapes in SME 13 Social Media and Sustainable Communication. Rethinking the Role of Research and Innovation Networks 26 Consolidating eLearning in a Higher Education Institution: An Organisational Issue integrating Didactics, Technology, and People by the Means of an eLearning Strategy 39 How to treat the troll? An empirical analysis of counterproductive online behavior, personality traits and organizational behavior 51 Knowledge Communities II: Online Education 64 Sifa-Portfolio – a Continuing Education Concept for Specialists on Industrial Safety Combining Formal and Informal Learning 64 Analysing eCollaboration: Prioritisation of Monitoring Criteria for Learning Analytics in the Virtual Classroom 78 Gamifying Higher Education. Beyond Badges, Points and Leaderboards 93 Virtual International Learning Experience in Formal Higher Education – A Case Study from Jordan 105 Migration to the Flipped Classroom – Applying a Scalable Flipped Classroom Arrangement 117 MOOC@TU9 – Common MOOC Strategy of the Alliance of Nine Leading German Institutes of Technology 131 A Survey on Knowledge Management in Universities in the QS Rankings: E-learning and MOOCs 144 Visual Knowledge Media 157 Generating implications for design in practice: How different stimuli are retrieved and transformed to generate ideas 157 Behind the data – preservation of the knowledge in CH Visualisations 170 Building a Wiki resource on digital 3D reconstruction related knowledge assets 184 Visual media as a tool to acquire soft skills — cross-disciplinary teaching-learning project SUFUvet 196 Graphing Meeting Records - An Approach to Visualize Information in a Multi Meeting Context 209 HistStadt4D – A four dimensional access to history 221 Ideagrams: A digital tool for observing ideation processes 234 Adress- und Autorenverzeichnis 25
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