1,820 research outputs found

    Deploying context-aware services: A case study of rapid prototyping

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    In this contribution, a real experience of rapid design and deployment of context-aware services for an exhibition hall is detailed. The prototype has been built on a combination of a commercial system (which has been customized and improved to satisfy the prototype needs) with an in-home developed context acquisition framework. In order to partially overcome device fragmentation issues, we have focused on the development of web-based context-aware applications. The whole system has been deployed from scratch under real constraints of time and environment. The objective has been to test the integration problems of context-aware systems, in order to infer some conclusions on what it is needed to generalize them

    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

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning (Marchsteil)

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    A mobile augmented reality (AR) is one of the emerging technologies that may provide interactive content to tourists at cultural heritage sites. Past studies show enjoyable informal learning experience is highly needed for tourists to broaden knowledge for tourists. Although many mobile AR applications have been developed to expose cultural heritage site information, they are still lacking in providing such experience due to lack of comprehensive models which taking into consideration the elements of enjoyable informal learning experience in the development of such applications. Therefore, this study proposes a comprehensive conceptual model of mobile AR where it considers the components of enjoyable informal learning experience at cultural heritage site. This study followed design science research methodology. The proposed conceptual model is reviewed and validated through expert review and focus group discussion The review was analysed based on frequency of the responses on each component. As a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists of a renowned cultural heritage site. From user perspective, it is proven that AR@Melaka provides enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in an enjoyable way. This study contributes a conceptual model to serve as guidelines for developing a mobile augmented reality that considers an enjoyable informal learning component

    Ontology-based user modeling in an augmented audio reality system for museums

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    Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and human–computer interaction (HCI). The imperative to address this issue is great considering the emergence of ubiquitous and mobile computing environments. This paper provides an account of our addressing the specific problem of supporting functionality as well as the experience design issues related to museum visits through user modeling in combination with an audio augmented reality and tangible user interface system. This paper details our deployment and evaluation of ec(h)o – an augmented audio reality system for museums. We explore the possibility of supporting a context-aware adaptive system by linking environment, interaction object and users at an abstract semantic level instead of at the content level. From the user modeling perspective ec(h)o is a knowledge based recommender system. In this paper we present our findings from user testing and how our approach works well with an audio and tangible user interface within a ubiquitous computing system. We conclude by showing where further research is needed

    Context aware advertising

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    IP Television (IPTV) has created a new arena for digital advertising that has not been explored to its full potential yet. IPTV allows users to retrieve on demand content and recommended content; however, very limited research has been applied in the domain of advertising in IPTV systems. The diversity of the field led to a lot of mature efforts in the fields of content recommendation and mobile advertising. The introduction of IPTV and smart devices led to the ability to gather more context information that was not subject of study before. This research attempts at studying the different contextual parameters, how to enrich the advertising context to tailor better ads for users, devising a recommendation engine that utilizes the new context, building a prototype to prove the viability of the system and evaluating it on different quality of service and quality of experience measures. To tackle this problem, a review of the state of the art in the field of context-aware advertising as well as the related field of context-aware multimedia have been studied. The intent was to come up with the most relevant contextual parameters that can possibly yield a higher percentage precision for recommending advertisements to users. Subsequently, a prototype application was also developed to validate the feasibility and viability of the approach. The prototype gathers contextual information related to the number of viewers, their age, genders, viewing angles as well as their emotions. The gathered context is then dispatched to a web service which generates advertisement recommendations and sends them back to the user. A scheduler was also implemented to identify the most suitable time to push advertisements to users based on their attention span. To achieve our contributions, a corpus of 421 ads was gathered and processed for streaming. The advertisements were displayed in reality during the holy month of Ramadan, 2016. A data gathering application was developed where sample users were presented with 10 random ads and asked to rate and evaluate the advertisements according to a predetermined criteria. The gathered data was used for training the recommendation engine and computing the latent context-item preferences. This also served to identify the performance of a system that randomly sends advertisements to users. The resulting performance is used as a benchmark to compare our results against. When it comes to the recommendation engine itself, several implementation options were considered that pertain to the methodology to create a vector representation of an advertisement as well as the metric to use to measure the similarity between two advertisement vectors. The goal is to find a representation of advertisements that circumvents the cold start problem and the best similarity measure to use with the different vectorization techniques. A set of experiments have been designed and executed to identify the right vectorization methodology and similarity measure to apply in this problem domain. To evaluate the overall performance of the system, several experiments were designed and executed that cover different quality aspects of the system such as quality of service, quality of experience and quality of context. All three aspects have been measured and our results show that our recommendation engine exhibits a significant improvement over other mechanisms of pushing ads to users that are employed in currently existing systems. The other mechanisms placed in comparison are the random ad generation and targeted ad generation. Targeted ads mechanism relies on demographic information of the viewer with disregard to his/her historical consumption. Our system showed a precision percentage of 69.70% which means that roughly 7 out of 10 recommended ads are actually liked and viewed to the end by the viewer. The practice of randomly generating ads yields a result of 41.11% precision which means that only 4 out of 10 recommended ads are actually liked by viewers. The targeted ads system resulted in 51.39% precision. Our results show that a significant improvement can be introduced when employing context within a recommendation engine. When introducing emotion context, our results show a significant improvement in case the user’s emotion is happiness; however, it showed a degradation of performance when the user’s emotion is sadness. When considering all emotions, the overall results did not show a significant improvement. It is worth noting though that ads recommended based on detected emotions using our systems proved to always be relevant to the user\u27s current mood

    Situated play in a tangible interface and adaptive audio museum guide

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    This paper explores the design issues of 9 situated play within a museum through the study of a 10 museum guide prototype that integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss the implications including degrees of balance in the experience design of play in interaction; the challenge in developing a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces (TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination and interpretation that links the audio content to the artifacts

    The Glacier Complexes of the Mountain Massifs of the North-West of Inner Asia and their Dynamics

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    The subject of this paper is the glaciation of the mountain massifs Mongun-Taiga, Tavan-Boghd-Ola, Turgeni- Nuru, and Harhira-Nuru. The glaciation is represented mostly by small forms that sometimes form a single complex of domeshaped peaks. According to the authors, the modern glaciated area of the mountain massifs is 21.2 km2 (Tavan-Boghd-Ola), 20.3 km2 (Mongun-Taiga), 42 km2 (Turgeni- Nuru), and 33.1 km2 (Harhira-Nuru). The area of the glaciers has been shrinking since the mid 1960’s. In 1995–2008, the rate of reduction of the glaciers’ area has grown considerably: valley glaciers were rapidly degrading and splitting; accumulation of morainic material in the lower parts of the glaciers accelerated. Small glaciers transformed into snowfields and rock glaciers. There has been also a degradation of the highest parts of the glaciers and the collapse of the glacial complexes with a single zone of accumulation into isolated from each other glaciers. Reduced snow cover area has led to a rise in the firn line and the disintegration of a common accumulation area of the glacial complex. In the of the Mongun-Taiga massif, in 1995– 2008, the firn line rose by 200–300 m. The reduction of the glaciers significantly lagged behind the change in the position of the accumulation area boundary. In the past two years, there has been a significant recovery of the glaciers that could eventually lead to their slower degradation or stabilization of the glaciers in the study area

    (Mis)Interpreting Arts and Health: What (Else) Can an Arts Practice Do?

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    This research project concerns arts practices in healthcare settings and the encounter between artist, researcher, healthcare professional and institution. Rather than understanding arts practices as either therapeutic or recreational services, this research asks instead, what (else) can an arts practice do? This is accomplished by connecting two previously separate bodies of scholarship; health sociology and an art criticism of expanded arts practices. By connecting these bodies of scholarship, this inquiry offers a new conceptual language and orientation for arts and health practitioners distinct from the evidence-based practice model most prevalent in academic and professional discourses and consequently establishes a transdisciplinary trajectory for artistic and research practices. Navigating between polemical art critical discourses and appropriating health discourses the research seeks to follow a generative path, to create a position of affirmation, where art encounters can be understood in the way they produce affects, defined by how they connect and transform, by what they do. Such an approach addresses a lacuna in scholarship created by the almost exclusive academic interest in impact studies and the sparseness of associated critical writing. The research inquiry then makes a contribution to knowledge of relevance to artists, researchers, healthcare professionals and institutions because it offers an expanded conceptual vocabulary and scope for art practices in healthcare settings

    D1.3 List of available solutions

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    This report has been submitted by Tempesta Media SL as deliverable D1.3 within the framework of H2020 project "SO-CLOSE: Enhancing Social Cohesion through Sharing the Cultural Heritage of Forced Migrations" Grant No. 870939.This report aims to conduct research on the specific topics and needs of the SO-CLOSE project, addressing the available solutions through a state-of-the-art digital tools analysis, applied in the cultural heritage and migration fields. More specifically the report's scope is:To define proper tools and proceedings for the interview needs -performing, recording, transcription, translation. To analyse potential content gathering tools for the co-creation workshops. To conduct a state-of-the-art sharing tools analysis, applied in the cultural heritage and migration fields, and propose a critically adjusted and innovative digital approach
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