5,241 research outputs found

    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

    Forensic Acquisition of IMVU: A Case Study

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    There are many applications available for personal computers and mobile devices that facilitate users in meeting potential partners. There is, however, a risk associated with the level of anonymity on using instant message applications, because there exists the potential for predators to attract and lure vulnerable users. Today Instant Messaging within a Virtual Universe (IMVU) combines custom avatars, chat or instant message (IM), community, content creation, commerce, and anonymity. IMVU is also being exploited by criminals to commit a wide variety of offenses. However, there are very few researches on digital forensic acquisition of IMVU applications. In this paper, we discuss first of all on challenges of IMVU forensics. We present a forensic acquisition of an IMVU 3D application as a case study. We also describe and analyse our experiments with this application

    Forensic Acquisition of IMVU: A Case Study

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    There are many applications available for personal computers and mobile devices that facilitate users in meeting potential partners. There is, however, a risk associated with the level of anonymity on using instant message applications, because there exists the potential for predators to attract and lure vulnerable users. Today Instant Messaging within a Virtual Universe (IMVU) combines custom avatars, chat or instant message (IM), community, content creation, commerce, and anonymity. IMVU is also being exploited by criminals to commit a wide variety of offenses. However, there are very few researches on digital forensic acquisition of IMVU applications. In this paper, we discuss first of all on challenges of IMVU forensics. We present a forensic acquisition of an IMVU 3D application as a case study. We also describe and analyse our experiments with this application

    Players' preferences and main motivational factors in online roleplaying games: Case Vietnam

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    This study aims to study (1) the Vietnamese players’ valuations and their preference clusters, (2) how the preference clusters relate to the main motivational factors in online roleplaying games. The study is based on the flow experience theory in games. It identified eight game factors that related to the flow experience in games (gaming experience). They were: concentration & immersion (graphics and sounds), challenges & skill, control (customization), feedback, social interaction (communication spaces and tools), variety & novelty, and storyline. These factors were used in a best-worst scaling experiment to find out how respondents value them. Using latent class analysis, respondents were segmented into five different clusters with different interests. People in cluster 1 are the story lovers, which are interested in the game’s storyline. People in cluster 2 are the aesthetics lovers, which love the beauty aspect of games (graphics and sounds). People in cluster 3 are the socializers, which enjoy communicating and cooperating with others. People in cluster 4 are the achievers, which are about conquering, competition, and performance. Finally, people in cluster 5 are the local story lovers, which have a special interest in the local aspect of the game’s story, e.g. local myths are embedded in games. In addition, players’ main motivational factors were studied: they were achievement, social, and immersion. Furthermore, the motivational factors’ average across the clusters were compared. Cluster 4 has the highest average mean in terms of achievement. In terms of social, cluster 3 and 4 have the highest average means. Meanwhile the immersion’s average is the same across all the clusters. To the best of the author’s knowledge, the players’ valuations in games have not been studied with a method of discreet choice (best-worst scaling method) before. On the practical level, the study findings can help game companies to develop and publish their games efficiently in the Vietnamese gaming market

    Mobile virtual worlds

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    This thesis examines the role of mobile access to virtual worlds in massively multiplayer online role playing games (MMORPG:s). Online gaming worlds have existed for decades, but ever since the smartphone has become more common, new interaction possibilities to these worlds have emerged. We have conducted a literature review to clarify existing gaps in the research community regarding mobile virtual worlds. Through this review, we have constructed a research model containing previously established motivation factors for MMORPG:s, interconnected with possible categories of how to improve the game experience with mobile features. An online survey on this topic was sent out to World of Warcraft players and the results show that many aspects of gameplay through mobile access could improve the gaming experience of virtual gaming worlds. The responses showed very mixed feelings about using many game features from the mobile phone, especially those that tie in with real life. An important finding among the results is the strong reluctance among the players to pay extra money for the addition of mobile access to the virtual world, and a low motivation to use synchronous gameplay features via a mobile computing device

    Serious Game Evaluation as a Meta-game

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    Purpose – This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach – In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team. Findings – The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience. Practical implications – This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user. Originality/value – Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    Digital symbolic arenas. Reinventing youth identity and emerging forms of play.

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    This thesis will ethnographically analyze the interrelationships between gender, class, and subcultural styles using different video gaming groups primarily located in Bergen, Norway. I will discuss the structures of the groups and the video-game organizations that they participate in so as to examine how the games fit in with the players’ wider social and cultural life. The digital gaming scene provides a new arena for the articulation and reinvention of youth identity in its various contemporary forms. Alongside the game itself other things are being played out, such as cultural-social experimentations in social relations, forms of communication, and symbolic iconography. I unpack the interplay between users and technology by studying how game design works through its ability to organize aesthetics, narratives, and reward structures within virtual worlds. The genre preferences and gaming habits of different individuals are analyzed so as to examine the varying degrees of devotion to a game and indeed sometimes addiction to it. The increased accessibility of digital games has transformed the sociocultural context surrounding gaming activities making it part of new forms of mass consumption. New marketing strategies and ways of generating revenue are emerging, most prominently often employing chance-based game rewards that sometimes obscure the line between gaming and gambling. Due to increased consumer possession of technological devices, such as personal computers, gaming systems, and smartphones, the gaming market has become highly lucrative, for advertisers, those selling goods and for game developers. The later rely increasingly not on large single initial purchases but a continual stream of seemingly small insignificant purchases that often promise participation in the chance to win something big and in doing so further blurring the lines between gaming and gambling.MasteroppgaveSANT350MASV-SAN

    Mastery and the mobile future of massively multiplayer games

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.Includes bibliographical references (p. 64-66).What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see ourselves. MMOs motivate mastery by making that mastery personally and socially relevant, and visibly showing it increase. Virtual worlds that make players feel physically and socially present increase motivation to achieve mastery. MMOs that convince players their avatars represent some aspect of their personalities increase motivation to invest in and experiment with different constructions of self. I apply these principles to an analysis of two games: Labyrinth, a game I helped create, and World of Warcraft, the current leading MMO. With Labyrinth, I explain the design decisions we made and their impact. With World of Warcraft, I described how altering the design could accommodate mobile play and better motivate increasing mastery.by Daniel Roy.S.M

    Literacy for digital futures : Mind, body, text

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    The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In today’s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes – Mind and Materiality; Body and Senses; and Texts and Digital Semiotics – to shape readers’ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice
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