18 research outputs found

    Eliciting requirements and scenarios using the SCTL-MUS methodology. The shuttle system case study

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    ABSTRACT The development of complex systems demands methodologies that conveniently support the stakeholders in the creative tasks. In this paper, we present a methodology for the incremental elicitation of requirements and scenarios, driven by the integration checks performed over a state machine that represents the global behavior of the desired system

    Recommender Systems for the Social Web

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    The recommendation of products, content and services cannot be considered newly born, although its widespread application is still in full swing. While its growing success in numerous sectors, the progress of the  Social Web has revolutionized the architecture of participation and relationship in the Web, making it necessary to restate recommendation and reconciling it with Collaborative Tagging, as the popularization of authoring in the Web, and  Social Networking, as the translation of personal relationships to the Web. Precisely, the convergence of recommendation with the above Social Web pillars is what motivates this book, which has collected contributions from well-known experts in the academy and the industry to provide a broader view of the problems that Social Recommenders might face with.  If recommender systems have proven their key role in facilitating the user access to resources on the Web, when sharing resources has become social, it is natural for recommendation strategies in the Social Web era take into account the users’ point of view and the relationships among users to calculate their predictions. This book aims to help readers to discover and understand the interplay among legal issues such as privacy; technical aspects such as interoperability and scalability; and social aspects such as the influence of affinity, trust, reputation and likeness, when the goal is to offer recommendations that are truly useful to both the user and the provider

    Exploiting OSGi capabilities from MHP applications

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    In this paper we introduce a cooperative environment between the Interactive Digital TV (IDTV) and home networking with the aim of allowing the interaction between interactive TV applications and the controllers of the in-home appliances in a natural way. More specifically, our proposal consists of merging MHP (Multimedia Home Platform), one of the main standard frameworks for IDTV, with OSGi (Open Service Gateway Initiative), the most widely used open platform to set up Residential Gateways. To overcome the radically different nature of these specifications the function-oriented MHP middleware and the service-oriented OSGi framework , we define a new kind of application, coined as XbundLET. Although this software bridge is suitable to enable the interaction between MHP and OSGi applications in both directions, we concretely focus on exposing our implementation experience in only one direction: from MHP to the OSGi world

    Journal of Virtual Reality and Broadcasting, Volume 4(2007), no. 16 JVRB EuroITV 2006 Special Issue, no. 6 Exploiting OSGi capabilities from MHP applications ∗

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    In this paper we introduce a cooperative environment between the Interactive Digital TV (IDTV) and home networking with the aim of allowing the interaction between interactive TV applications and the controllers of the in-home appliances in a natural way. More specifically, our proposal consists of merging MHP (Multimedia Home Platform), one of the main standard frameworks for IDTV, with OSGi (Open Service Gateway Initiative), the most widely used open platform to set up Residential Gateways. To overcome the radically different nature of these specifications the function-oriented MHP middleware and the service-oriented OSGi framework, we define a new kind of application, coined as XbundLET. Although this software bridge is suitable to enable the interaction between MHP and OSGi applications in both directions, we concretely focus on exposing our implementation experience in only one direction: from MHP to the OSGi world. ∗ Partly supported by the R+D project TSI 2004-03677 (Spanis

    Entercation experiences: Engaging viewers in education through tv programs

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    IDTV (Interactive Digital TV) opens new learning possibilities where new forms of education are needed. In order to achieve the participation of viewers in these experiences —overcoming their typical passivity — the combination of education and entertainment is essential. In this paper, we present a new concept in t-learning: entercation experiences, where we use TV programs as a hook to engage users in education. The key element of the appropriate scenario for this approach is an ontology for learning contents based on the ADL SCORM (Sharable Content Object Reference Model) standard. We have developed this ontology which will permit choosing the appropriate elements for constructing those experiences, providing learning personalization. 1

    Extending SCORM to Create Adaptive Courses

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    Abstract. Current e-learning standards have been designed to provide reusability of educational contents and interoperability between systems. Besides these features, content personalization is also necessary, although current standards do not fully support it. In this paper, the ADL SCORM (Sharable Content Object Reference Model) adaptation possibilities are studied and an extension to this standard is presented in an effort to create adaptive courses that should be personalized before shown to the student.

    Assessing children’s perceptions of live interactions with avatars: preparations for use in ASD therapy in a multi-ethnic context

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    Avatars have been found to be useful tools to overcome communication barriers in people affected by Autistic Spectrum Disorders (ASD) and to help them understand and express emotions. However, it has been shown that the success of the interactions is highly dependent on the subject's identification with the avatar. In this study, we assess the variables that may influence that perception in children under 10, in the context of the largely multi-ethnic Ecuadorean society. The results reveal that, unlike previous studies showed for young adults, the ethnic traits displayed by the avatars are not a critical factor, as the the quality of the interactions was more influenced by the perception of the avatars' appearance, their similarity with the kids' peers and, above all, the ability of the human model who controls the avatar to use a pleasant voice, to succeed in making his/her questions and responses fully understood, and to master the non-verbal communication transmitted through gestures and voice.Agencia Estatal de Investigación | Ref. TIN2017-87604-RXunta de Galici
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