12,594 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

    Applications of Temporal Graph Metrics to Real-World Networks

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    Real world networks exhibit rich temporal information: friends are added and removed over time in online social networks; the seasons dictate the predator-prey relationship in food webs; and the propagation of a virus depends on the network of human contacts throughout the day. Recent studies have demonstrated that static network analysis is perhaps unsuitable in the study of real world network since static paths ignore time order, which, in turn, results in static shortest paths overestimating available links and underestimating their true corresponding lengths. Temporal extensions to centrality and efficiency metrics based on temporal shortest paths have also been proposed. Firstly, we analyse the roles of key individuals of a corporate network ranked according to temporal centrality within the context of a bankruptcy scandal; secondly, we present how such temporal metrics can be used to study the robustness of temporal networks in presence of random errors and intelligent attacks; thirdly, we study containment schemes for mobile phone malware which can spread via short range radio, similar to biological viruses; finally, we study how the temporal network structure of human interactions can be exploited to effectively immunise human populations. Through these applications we demonstrate that temporal metrics provide a more accurate and effective analysis of real-world networks compared to their static counterparts.Comment: 25 page

    Creating Intelligent Computational Edge through Semantic Mediation

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    This research proposes semantic mediation based on reasoning and the first order logic for mediating the best possible configuration of Computational Edge, relevant for software applications which may benefit for running computations with proximity to their data sources. The mediation considers the context in which these applications exist and exploits the semantic of that context for decision making on where computational elements should reside and which data they should use. The application of semantic mediation could address the initiative to accommodate algorithms from predictive and learning technologies, push AI towards computational edges and potentially contribute towards creating a computing continuum

    Raamistik mobiilsete asjade veebile

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    Internet on oma arengus lĂ€bi aastate jĂ”udnud jĂ€rgmisse evolutsioonietappi - asjade internetti (ingl Internet of Things, lĂŒh IoT). IoT ei tĂ€hista ĂŒhtainsat tehnoloogiat, see vĂ”imaldab eri seadmeil - arvutid, mobiiltelefonid, autod, kodumasinad, loomad, virtuaalsensorid, jne - omavahel ĂŒle Interneti suhelda, vajamata seejuures pidevat inimesepoolset seadistamist ja juhtimist. Mobiilseadmetest nagu nĂ€iteks nutitelefon ja tahvelarvuti on saanud meie igapĂ€evased kaaslased ning oma mitmekĂŒlgse vĂ”imekusega on nad motiveerinud teadustegevust mobiilse IoT vallas. Nutitelefonid kĂ€tkevad endas vĂ”imekaid protsessoreid ja 3G/4G tehnoloogiatel pĂ”hinevaid internetiĂŒhendusi. Kuid kui kasutada seadmeid jĂ€rjepanu tĂ€isvĂ”imekusel, tĂŒhjeneb mobiili aku kiirelt. Doktoritöö esitleb energiasÀÀstlikku, kergekaalulist mobiilsete veebiteenuste raamistikku anduriandmete kogumiseks, kasutades kergemaid, energiasÀÀstlikumaid suhtlustprotokolle, mis on IoT keskkonnale sobilikumad. Doktoritöö kĂ€sitleb pĂ”hjalikult energia kokkuhoidu mobiilteenuste majutamisel. Töö kĂ€igus loodud raamistikud on kontseptsiooni tĂ”estamiseks katsetatud mitmetes juhtumiuuringutes pĂ€ris seadmetega.The Internet has evolved, over the years, from just being the Internet to become the Internet of Things (IoT), the next step in its evolution. IoT is not a single technology and it enables about everything from computers, mobile phones, cars, appliances, animals, virtual sensors, etc. that connect and interact with each other over the Internet to function free from human interaction. Mobile devices like the Smartphone and tablet PC have now become essential to everyday life and with extended capabilities have motivated research related to the mobile Internet of Things. Although, the recently developed Smartphones enjoy the high performance and high speed 3G/4G mobile Internet data transmission services, such high speed performances quickly drain the battery power of the mobile device. This thesis presents an energy efficient lightweight mobile Web service provisioning framework for mobile sensing utilizing the protocols that were designed for the constrained IoT environment. Lightweight protocols provide an energy efficient way of communication. Finally, this thesis highlights the energy conservation of the mobile Web service provisioning, the developed framework, extensively. Several case studies with the use of the proposed framework were implemented on real devices and has been thoroughly tested as a proof-of-concept.https://www.ester.ee/record=b522498

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Distributed Enforcement of Service Choreographies

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    Modern service-oriented systems are often built by reusing, and composing together, existing services distributed over the Internet. Service choreography is a possible form of service composition whose goal is to specify the interactions among participant services from a global perspective. In this paper, we formalize a method for the distributed and automated enforcement of service choreographies, and prove its correctness with respect to the realization of the specified choreography. The formalized method is implemented as part of a model-based tool chain released to support the development of choreography-based systems within the EU CHOReOS project. We illustrate our method at work on a distributed social proximity network scenario.Comment: In Proceedings FOCLASA 2014, arXiv:1502.0315

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

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    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
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