10,969 research outputs found

    Personalization in cultural heritage: the road travelled and the one ahead

    Get PDF
    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

    Media and the contact hypothesis: an experimental study on the impact of parasocial contact

    Full text link
    "Does parasocial contact impact on inter-group bias? Widening the scope of Contact Theory, this study aims at experimentally examine the impact of parasocial out-group presentation on decisions in a two-person prisoner's dilemma game and social cognitive constructions of the social event. Within a minimal group experiment, 80 university students were randomly assigned to anonymous or video-wise personalization conditions. Participants rather took personal advantage of expected contributions to a commonly shared dilemma situation in anonymous settings than if a member of the out-group was personalized (p<.05). As perceptions of group boundaries, out-group homogeneity, and similarity did not systematically differ across the conditions, implications are discussed." (author's abstract)"Hat parasozialer Kontakt Einfluss auf intergruppale Diskriminierung? Im Sinne einer Erweiterung der Kontakthypothese liefert die vorliegende Studie eine experimentelle Prüfung des Einflusses von parasozialer Out-Group Präsentation sowohl auf Verteilungsentscheidungen im Prisoner's Dilemma Game als auch auf sozial kognitive Konstruktionen des sozialen Ereignisses. In einem minimalen Gruppen Experiment wurden 80 UniversitätsstudentInnen zufällig einer von zwei Experimentalbedingungen (anonyme Bedingung vs. Video - personalisierte Bedingung) zugewiesen. TeilnehmerInnen in der anonymen Bedingung haben eher einen Vorteil auf Kosten des Mitspielers/ der Mitspielerin aus erwarteten Zuteilungen geschlagen, als wenn ein Mitglied der Fremdgruppe per Video personalisiert wurde (p<.05). Wahrnehmungen der Gruppengrenzen, Outgroup Homogenität und Ähnlichkeit variierten nicht systematisch zwischen den experimentellen Bedingungen. Implikationen werden diskutiert." (Autorenreferat

    Smartphones

    Get PDF
    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones

    Active games: an examination of user engagement to define design recommendations

    Get PDF
    Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has gained momentum, there is a lack of studies that provide insight on how they should be designed, specifically components of active games make them engaging. This study identifies, analyzes and categorizes specific design mechanics and features used in active games. It answers the question: Which, if any, game mechanics and features can a panel of experts in academia, health and the game industry agree on as valuable and impactful to the construction of successful and engaging active games? Using a Delphi study, nine experts answered questions related to active gaming. They reached agreement on 20 of the 21 inquiries regarding game design focused on motivation, social influences and flow. Their feedback offers recommendations on the design of future active games, and identifies emerging trends. This study shares their notes, and translates the findings into specific recommendations for developers on the design of active games

    "You Tube and I Find" - personalizing multimedia content access

    Full text link
    Recent growth in broadband access and proliferation of small personal devices that capture images and videos has led to explosive growth of multimedia content available everywhereVfrom personal disks to the Web. While digital media capture and upload has become nearly universal with newer device technology, there is still a need for better tools and technologies to search large collections of multimedia data and to find and deliver the right content to a user according to her current needs and preferences. A renewed focus on the subjective dimension in the multimedia lifecycle, fromcreation, distribution, to delivery and consumption, is required to address this need beyond what is feasible today. Integration of the subjective aspects of the media itselfVits affective, perceptual, and physiological potential (both intended and achieved), together with those of the users themselves will allow for personalizing the content access, beyond today&rsquo;s facility. This integration, transforming the traditional multimedia information retrieval (MIR) indexes to more effectively answer specific user needs, will allow a richer degree of personalization predicated on user intention and mode of interaction, relationship to the producer, content of the media, and their history and lifestyle. In this paper, we identify the challenges in achieving this integration, current approaches to interpreting content creation processes, to user modelling and profiling, and to personalized content selection, and we detail future directions. The structure of the paper is as follows: In Section I, we introduce the problem and present some definitions. In Section II, we present a review of the aspects of personalized content and current approaches for the same. Section III discusses the problem of obtaining metadata that is required for personalized media creation and present eMediate as a case study of an integrated media capture environment. Section IV presents the MAGIC system as a case study of capturing effective descriptive data and putting users first in distributed learning delivery. The aspects of modelling the user are presented as a case study in using user&rsquo;s personality as a way to personalize summaries in Section V. Finally, Section VI concludes the paper with a discussion on the emerging challenges and the open problems

    Gamification in Online Educational Systems

    Full text link
    [EN] The usage of gamification in online educational systems has grown considerably over the last several decades. This has been in response to reports of low completion and retention rates in online educational systems such as MOOCs. The usage of gamification and the application of social and educational networking to online education systems has been found to increase student satisfaction with the system. However, it has been shown that as students become more familiar with the gamified educational system, the initial boost in motivation diminishes. Efforts made in order to increase the personalization of gamified educational system, however, indicated an increase in student motivation over the duration of the course. Suggestions for further work include the usage of smarter leaderboard systems, as well as the potential for personalization in peer to peer online tutoring platforms.Ibrahim, H.; Ibrahim, W. (2020). Gamification in Online Educational Systems. En 6th International Conference on Higher Education Advances (HEAd'20). Editorial Universitat Politècnica de València. (30-05-2020):1217-1224. https://doi.org/10.4995/HEAd20.2020.11238OCS1217122430-05-202
    corecore