4,396 research outputs found

    ARTIST - a reAl-time low-effoRt mulTi-entity Interaction System for creaTing reusable and optimized MR experiences

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    ARTIST is a research approach introducing novel methods for real-time multi-entity interaction between human and non-human entities, to create reusable and optimized Mixed Reality (MR) experiences with low-effort, towards a Shared MR Experiences Ecosystem (SMRE2). As a result, ARTIST delivers high quality MR experiences, facilitating the interaction between a variety of entities which interact in a virtual and symbiotic way within a mega, virtual and fully-experiential world. Specifically, ARTIST aims to develop novel methods for low-effort (code-free) implementation and deployment of open and reusable MR content, applications and tools, introducing the novel concept of an Experience as a Trajectory (EaaT). In addition, ARTIST will provide tools for the tracking, monitoring and analysis of user behaviour and their interaction with the environment and with other users, towards optimizing MR experiences by recommending their reconfiguration, dynamically (at run-time) or statically (at development time). Finally, it will provide tools for synthesizing experiences into new mega and still reconfigurable EaaTs, enhancing them at the same time using semantically integrated related data/information available in disparate and heterogeneous resources

    Harnessing the Interaction continuum for subtle assisted living

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    This article belongs to the Special Issue Select papers from UCAmI 2011 - the 5th International Symposium on Ubiquitous Computing and Ambient Intelligence (UCAmI'11)People interact with each other in many levels of attention, intention and meaning. This Interaction Continuum is used daily to deal with different contexts, adapting the interaction to communication needs and available resources. Nevertheless, computer-supported interaction has mainly focused on the most direct, explicit and intrusive types of human to human Interaction such as phone calls, emails, or video conferences. This paper presents the results of exploring and exploiting the potentials of undemanding interaction mechanisms, paying special attention to subtle communication and background interaction. As we argue the benefits of this type of interaction for people with special needs, we present a theoretical framework to define it and propose a proof of concept based on Augmented Objects and a color codification mechanism. Finally, we evaluate and analyze the strengths and limitations of such approach with people with cognitive disabilities.This work has been partially funded by the following projects: ASIES (Ministerio de Ciencia e Innovación de España, TIN2010-17344), VESTA (Ministerio de Industria, Turismo y Comercio de España, TSI-020100-2009-828) and eMadrid (Comunidad de Madrid, S2009/TIC-1650). We also want to thank the PRODIS foundation, Pablo Llinás, Gemma de Castro and especially Pedro Paredes for their support

    Past, present and future of information and knowledge sharing in the construction industry: Towards semantic service-based e-construction

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    The paper reviews product data technology initiatives in the construction sector and provides a synthesis of related ICT industry needs. A comparison between (a) the data centric characteristics of Product Data Technology (PDT) and (b) ontology with a focus on semantics, is given, highlighting the pros and cons of each approach. The paper advocates the migration from data-centric application integration to ontology-based business process support, and proposes inter-enterprise collaboration architectures and frameworks based on semantic services, underpinned by ontology-based knowledge structures. The paper discusses the main reasons behind the low industry take up of product data technology, and proposes a preliminary roadmap for the wide industry diffusion of the proposed approach. In this respect, the paper stresses the value of adopting alliance-based modes of operation

    ARTIST - a reAl-time low-effoRt mulTi-entity Interaction System for creaTing reusable and optimized MR experiences

    Get PDF
    ARTIST is a research approach introducing novel methods for real-time multi-entity interaction between human and non-human entities, to create reusable and optimized Mixed Reality (MR) experiences with low-effort, towards a Shared MR Experiences Ecosystem (SMRE2). As a result, ARTIST delivers high quality MR experiences, facilitating the interaction between a variety of entities which interact in a virtual and symbiotic way within a mega, virtual and fully-experiential world. Specifically, ARTIST aims to develop novel methods for low-effort (code-free) implementation and deployment of open and reusable MR content, applications and tools, introducing the novel concept of an Experience as a Trajectory (EaaT). In addition, ARTIST will provide tools for the tracking, monitoring and analysis of user behaviour and their interaction with the environment and with other users, towards optimizing MR experiences by recommending their reconfiguration, dynamically (at run-time) or statically (at development time). Finally, it will provide tools for synthesizing experiences into new mega and still reconfigurable EaaTs, enhancing them at the same time using semantically integrated related data/information available in disparate and heterogeneous resources

    A reAl-time low-effoRt mulTi-entity Interaction System for creaTing reusable and optimized MR experiences

    Get PDF
    ARTIST is a research approach introducing novel methods for real-time multi-entity interaction between human and non-human entities, to create reusable and optimized Mixed Reality (MR) experiences with low-effort, towards a Shared MR Experiences Ecosystem (SMRE2). As a result, ARTIST delivers high quality MR experiences, facilitating the interaction between a variety of entities which interact in a virtual and symbiotic way within a mega, virtual and fully-experiential world. Specifically, ARTIST aims to develop novel methods for low-effort (code-free) implementation and deployment of open and reusable MR content, applications and tools, introducing the novel concept of an Experience as a Trajectory (EaaT). In addition, ARTIST will provide tools for the tracking, monitoring and analysis of user behaviour and their interaction with the environment and with other users, towards optimizing MR experiences by recommending their reconfiguration, dynamically (at run-time) or statically (at development time). Finally, it will provide tools for synthesizing experiences into new mega and still reconfigurable EaaTs, enhancing them at the same time using semantically integrated related data/information available in disparate and heterogeneous resources

    Mobile Application to support Scientific Conferences - UO ISEP

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    This dissertation aims to develop a mobile application for Instituto Superior de Engenharia do Porto (ISEP), to support scientific conferences. With the increase in the use of mobile devices and the growing trend of providing mobile applications for scientific conferences, the need for a mobile application that can enhance the conference experience and provide a convenient and user-friendly way to access information about a conference is becoming more important. This application is designed to be used for live conferences and includes features such as an interactive event schedule, speaker bios, ticket management, and rating of events among others. The attendees can have a seamless conference experience and make the most of the time spent at the conference. The application also includes features for conference organizers such as event registration, attendee management, and real-time analytics. Organizers are able to manage attendees, track attendance, and access analytics on attendee behavior and preferences, and use these features to evaluate the success of the conference, gather insights for future conferences, and improve the attendee’s experience. The development of this application is based on best practices and guidelines for the design and development of mobile applications and user-centered design methodologies. The de sign process is based on user research, interviews, and usability testing, to ensure that the application meets the needs and expectations of the users. The impact of this application on the conference experience is evaluated through user test ing and feedback. The evaluation is focused on measuring the usability, usefulness, and user satisfaction of the application. The results of this evaluation are used to improve the application and ensure that it provides a high-quality user experience. Overall, this thesis aims to contribute to the field of mobile applications for conferences by providing a comprehensive solution that can enhance the attendee experience and improve the overall effectiveness of the conference.Esta dissertação tem como objectivo desenvolver uma aplicação móvel para o ISEP com o intuito de auxiliar nas conferências científicas que o mesmo Instituto organiza. Com o aumento do uso de dispositivos móveis e a crescente tendência de fornecer aos visitantes de conferências aplicações móveis, a necessidade de uma aplicação móvel que permita melhorar a experiência e fornecer uma maneira conveniente e amigável de aceder informações sobre uma conferência organizada pelo ISEP é imperativo. A aplicação desenvolvida no âmbito desta dissertação é projectada para ser usada em conferências ao vivo e incluirá recursos como uma programação interactiva de eventos, biografias dos oradores e materiais de apresentação, além de um directório de participantes e oportunidades de networking. Com esta aplicação, o objectivo é que os participantes tenham uma experiência bastante positiva e que consigam aproveitar ao máximo o tempo gasto na conferência. A aplicação também inclui recursos para os organizadores da conferência, como registo de eventos, gestão de participantes e análises em tempo real. Os organizadores podem gerir os participantes, acompanhar a presença e ter acesso a análises sobre o seu comportamento e preferências, usando essa informação para avaliar o sucesso da conferência, coleccionar e analisar métricas relativas à conferência a fim de melhorar a experiência do participante. O desenvolvimento desta aplicação é baseado nas melhores práticas e directrizes para o desenho e desenvolvimento de aplicações móveis e metodologias de desenho centrada na experiência do utilizador. O processo de desenho é baseado em entrevistas com os organizadores actuais de conferências no ISEP e testes de usabilidade, para garantir que a aplicação atenda às necessidades e expectativas dos utilizadores. O impacto desta aplicação na experiência da conferência é avaliado por meio de testes e feedback dos visitantes e organizadores da conferência. A avaliação é focada em medir a usabilidade, utilidade e satisfação dos utilizadores com a aplicação. Os resultados desta avaliação são utilizados para melhorar a aplicação e garantir que esta proporcione uma experiência de utilizador de alta qualidade. Em geral, esta dissertação quer contribuir para o campo de aplicações móveis para conferências científicas, fornecendo uma solução abrangente que possa melhorar a experiência do participante e melhorar a eficácia geral da conferência. Além disso, a dissertação pretende apresentar uma abordagem de desenho centrado no utilizador e que possa ser utilizada como referência para o desenvolvimento de futuras aplicações móveis em outros domínios

    ChatGPT recommendation system for retail shops

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    The rapid growth of e-commerce platforms has emphasized the significance of personalized recommendation systems in enhancing user engagement and satisfaction. This dissertation presents the development and evaluation of an innovative Product Recommendation System that leverages advanced Artificial Intelligence (AI) techniques to provide tailored product suggestions. The primary objective is to create a user-centric experience by integrating an AI assistant, enabling natural and interactive interactions. Through a comprehensive survey conducted to understand customer behaviours while purchasing products using AI, the study aims to assess the system's effectiveness in delivering accurate recommendations and providing a seamless purchasing experience. This document contributes to the field by showcasing the practical implementation of AI-driven recommendation systems, highlighting their potential to transform e-commerce interactions.O rápido crescimento das plataformas de comércio eletrónico enfatizou a importância dos sistemas de recomendação personalizados para aumentar o envolvimento e a satisfação dos utilizadores. Esta tese apresenta o desenvolvimento e avaliação de um Sistema de Recomendação de Produtos inovador que utiliza técnicas avançadas de Inteligência Artificial (IA) para fornecer sugestões de produtos personalizadas. O objetivo principal é criar uma experiência centrada no usuário, integrando um assistente de IA, permitindo interações naturais e interativas. Através de uma pesquisa abrangente realizada para compreender o comportamento dos clientes durante a compra de produtos usando IA, o estudo visa avaliar a eficácia do sistema na entrega de recomendações precisas e no fornecimento de uma experiência de compra perfeita. Este documento contribui para a área ao mostrar a implementação prática de sistemas de recomendação baseados em IA, destacando o seu potencial para transformar as interações de comércio eletrónico

    The discourse of a ‘smart’ technology: implications for educational practice

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    The term ‘smart’ has become widely and sometimes carelessly employed in relation to contemporary design. However, in certain areas of cultural practice it also has acquired a more specialised and focussed meaning. One such area is education. The present paper explores the discourse of smart as it is emerging in relation to both educational technologies and educational spaces. The characteristics of smart learning tools and smart sites for learning with such tools are defined in terms of their capability for organising regulative interactions. However, it is argued that these artefacts and these spaces cannot be fully productive unless they are enveloped by a framework of human intelligence and judgement. This locates the teacher has having an important, novel, and distinctive role in the management of smart education. The range of such responsibilities is illustrated and related to contemporary themes in the psychology of learnin
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