54,788 research outputs found

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    A cloud-based tool for sentiment analysis in reviews about restaurants on TripAdvisor

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    The tourism industry has been promoting its products and services based on the reviews that people often write on travel websites like TripAdvisor.com, Booking.com and other platforms like these. These reviews have a profound effect on the decision making process when evaluating which places to visit, such as which restaurants to book, etc. In this contribution is presented a cloud based software tool for the massive analysis of this social media data (TripAdvisor.com). The main characteristics of the tool developed are: i) the ability to aggregate data obtained from social media; ii) the possibility of carrying out combined analyses of both people and comments; iii) the ability to detect the sense (positive, negative or neutral) in which the comments rotate, quantifying the degree to which they are positive or negative, as well as predicting behaviour patterns from this information; and iv) the ease of doing everything in the same application (data downloading, pre-processing, analysis and visualisation). As a test and validation case, more than 33.500 revisions written in English on restaurants in the Province of Granada (Spain) were analyse

    Familiars: representing Facebook users’ social behaviour through a reflective playful experience

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    In this paper, we describe the design and development of a social game called Familiars. Inspired by the daemons in Pullman’s “Dark Material” trilogy, Familiars are animal companions that sit on your Facebook profile and change into different animal forms based on your social activity within the social network of Facebook. . Familiars takes advantage of the powerful capabilities of the developers platform of Facebook to build a multi-dimensional picture of a player’s state based on social activity, facial expression analysis on photographs and suggestions from friends. This rich information is then distilled and presented to the player in the form of animal that the familiar chooses to take. We show how the types of animals and personalities were associated in a cross-cultural user study, and present quantitative results from the social behaviours of the players within the game in addition to qualitative data gathered from questionnaire responses

    An Experimental Digital Library Platform - A Demonstrator Prototype for the DigLib Project at SICS

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    Within the framework of the Digital Library project at SICS, this thesis describes the implementation of a demonstrator prototype of a digital library (DigLib); an experimental platform integrating several functions in one common interface. It includes descriptions of the structure and formats of the digital library collection, the tailoring of the search engine Dienst, the construction of a keyword extraction tool, and the design and development of the interface. The platform was realised through sicsDAIS, an agent interaction and presentation system, and is to be used for testing and evaluating various tools for information seeking. The platform supports various user interaction strategies by providing: search in bibliographic records (Dienst); an index of keywords (the Keyword Extraction Function (KEF)); and browsing through the hierarchical structure of the collection. KEF was developed for this thesis work, and extracts and presents keywords from Swedish documents. Although based on a comparatively simple algorithm, KEF contributes by supplying a long-felt want in the area of Information Retrieval. Evaluations of the tasks and the interface still remain to be done, but the digital library is very much up and running. By implementing the platform through sicsDAIS, DigLib can deploy additional tools and search engines without interfering with already running modules. If wanted, agents providing other services than SICS can supply, can be plugged in

    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

    Facilitating professional engagement with planning research

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    The context for this project is the limited connectivity between applied planning research and professional planning practice. The planning profession, by its very nature, is continually developing plans, policies and strategies to guide place-based management and development. An assumption guiding the research is that sound evidence is useful if not essential to inform good planning practice. This assumption does not hold for all planning practice - statutory planning and other policy implementation activities are, for example, largely informed by existing policy frameworks. However, in most strategic planning or policy development contexts (including statutory reform), an argument for the relevance of an evidence base can be made. While not all research aims to directly inform practice – such as research of a conceptual or theoretical nature – there is a significant amount of applied urban research produced that has discernible implications for policy and practice. Unfortunately, much of the research base that could inform and improve professional planning practice is difficult to access. There are also other barriers to knowledge exchange, including limited professional engagement with research outputs; and limited or poorly tailored research outputs for a professional audience. This project aims to provide recommendations on how to better connect Australian urban planning practice to the evidence base within urban planning research outputs. To do so the project explores barriers to, and opportunities for, better connecting professional planning practice with applied planning research
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