We present Tripmentor, a novel project, that is related to
tourism in the region of Attica. The project has as main scope to provide rich media content to tourists through a web and mobile environment in two languages trying to guide them through alternative routes
that include places of interest as well as organizations with offers to
tourists. The project interconnects people with places and events in an
automated manner trying to personalize on each tourist’s personality.
The challenges of the project are mainly technological as through the
processes of the project a) automated information about venues must be
collected, b) information about events related to venues must be fetched
and finally c) data related to system users and mainly their profile should
be discovered and created in order to offer a unique experience to each
of them. We present the scope of the project as well as the challenges of
its implementation.
tripmentor, tourism, personalization, geodata, cultural related information, social media
Instagram is the largest image-based social media platform. For this reason, it provides an excellent opportunity for companies to promote their products or services. The purpose of this project is to quantify the income of an organization/company arising from the utility of Instagram in accordance to the resources invested by modeling the promotional process. This paper begins by thoroughly analyzing Instagram platform in order to fully understand its function. After this is done, we set the objectives that need to take place in order for company to achieve its final goal. The main aim is no other than modeling the augmentation of interaction between organization and users, resulted in this way further mouth to mouth hearsay via Instagram. Subsequently, several actions are defined in order to accomplish these individual goals. However, these actions depend and rely in a plurality of factors, a situation that leads in the inability of predicting a specific result. This inability that leads in random and ambiguous should be addressed via the usage of dynamic simulation models. These models give the advantage and the ability for user to predict the result with the usage of specific data. Using iThink editor, data quantified and adjusted presenting to user the forthcoming results and simulating a situation regarding the actions of him. This decision-making tool contributes maximally in the prevention of negative or incorrect decisions and also in the optimization of working time splitting in order to accomplish an action. In the current research approach, a dynamic modeling process took place for the construction of an account in this specific social media platform.
Instagram Digital marketing Dynamic simulation models DMS Strategic social media marketing Internet advertising
Abstract:
CrossCult is a newly started project that aims to make reflective history a reality in the European cultural context. In this paper we examine how the project aims to take advantage of advances in semantic technologies in order to achieve its goals. Specifically, we see what the quest for reflection is and, through practical examples from two of the project’s flagship pilots, explain how semantics can assist in this direction.
Semantics Reflection Cultural assets History
Although virtual reality is a field that attracts research interest over the past years, certain aspects of the virtual environments are often overlooked. For example, the importance of sound in virtual environments is recognized but it remains rather vague, since the relation between virtual world and physical world sounds is not studied in detail. In addition, kinesthetic parameters are also important, since the user movement can affect the overall experience. The present study focuses on human factors in conditions that the physical and the virtual world sounds are contradicting. Kinesthesis is also considered and combined with user vision and hearing. There were 2 experimental conditions, in one the users experienced three levels of sound-vision in a virtual world and no sound on the physical world, while they are walking on a smooth surface and in the second experimental condition, the same three levels of sound-vision were compared to different and contradicting sound in the physical world, while the user was walking on a plastic surface that produced sound. The results indicated there were a few differences between the two experimental conditions (mainly concerning distraction from the virtual environment and perceived usability). However, in most measures the two groups did not seem to be largely affected by the physical world and seemed to immerse in the virtual one. Future works will focus on a combination of different surfaces and natural sounds, in relation to the virtual world.
Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs. The games are also presented in a generic framework for games in cultural heritage, which has been used successfully in the past.
Cultural Heritage Learning Objective Museum Visit Ancient Society Archaeological Museum
When personalities clash, teams operate less effectively. Personality differences affect face-to-face collaboration and may lower trust in virtual teams. For relatively short-lived assignments, like those of online crowdsourcing, personality matching could provide a simple, scalable strategy for effective team formation. However, it is not clear how (or if) personality differences affect teamwork in this novel context where the workforce is more transient and diverse. This study examines how personality compatibility in crowd teams affects performance and individual perceptions. Using the DISC personality test, we composed 14 five-person teams (N=70) with either a harmonious coverage of personalities (balanced) or a surplus of leader-type personalities (imbalanced). Results show that balancing for personality leads to significantly better performance on a collaborative task. Balanced teams exhibited less conflict and their members reported higher levels of satisfaction and acceptance. This work demonstrates a simple personality matching strategy for forming more effective teams in crowdsourcing contexts.
Human History, is a huge mesh of interrelated facts and concepts, spanning beyond borders, encompassing global aspects and finally constituting a shared, global experience. This is especially the case regarding European history, which is highly interconnected by nature; however, most History-related experiences that are today offered to the greater public, from schools to museums, are siloed. The CrossCult project aims to provide the means for offering citizens and cultural venue visitors a more holistic view of history, in the light of cross-border interconnections among pieces of cultural heritage, other citizens viewpoints and physical venues. To this end, the CrossCult project will built a comprehensive knowledge base encompassing information and semantic relationships across cultural information elements, and will provide the technological means for delivering the contents of this knowledge base to citizens and venue visitors in a highly personalized manner, creating narratives for the interactive experiences that maximise situational curiosity and serendipitous learning. The CrossCult platform will also exploit the cognitive/emotional profiles of the participants as well as temporal, spatial and miscellaneous features of context, including holidays and anniversaries, social media trending topics and so forth.
Adaptation User profiles Mobile applications
The present work is an observational study recording the participating teachers’ attitudes from the PanHellenic Educational Robotics (ER) competition. The study investigates the benefits of students’ involvement with robotics about skills, motivation and learning. Additionally, it is researched weather ER should be introduced in the Greek compulsory curricula. A qualitative methodology was used and although the sample was relatively small (N=18), the results were quite homogeneous showing a very high level of engagement and motivation of teachers and students. The results show that there are numerous benefits for students: they seem to increase their collaboration, problem solving and creativity skills; understand STEM concepts about computer science and engineering and especially gaining programming knowledge. Moreover, most of the teachers consider that ER should be part of the compulsory curriculum.
An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum
guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed.
This paper is a case study on the use of educational digital games to elementary pupils and
deals with games that promote algorithmic thinking as well as the basic principles of programming. The study involved 94 young pupils who worked in pairs (Pair Programming) trying to solve puzzle games from code.org website during their visit to the University of Peloponnese in the context of the European Code Week. Factors such as satisfaction, evaluation of perceived knowledge and willingness to use games in future in the learning process were examined. Furthermore it’s discussed whether a short activity like this can result to long term motivation of pupils. The article concludes that: (a) the pupils enjoyed the games and wished to repeat corresponding activities. (b) They considered that by playing, they acquired basic skills and knowledge as far as programming principles were concerned. (c) They preferred Pair Programming and estimated that they could learn better by assisting one another. Finally, it seems that the few hours visit was not enough to motivate most pupils to carry on with the activities at home by themselves.
Micro-augmentations provide novel ways to interact directly with the past. This is a new concept that uses minimum stimulation to achieve maximum effects in spaces of cultural heritage. We experiment with new implicitly interactive and almost transparent museum technologies to create a holistic emotional visitor experience and solve a number of museum problems (i.e. misconceptions, intra-group communications, and visitor engagement). The paper presents the rationale for the design decisions, as well as the technical challenges faced during implementation. Audio micro-augmentations were firstly used at the UCL Grant Museum of Zoology. Initial user testing data from the system’s calibration phase at that museum revealed the entertaining and learning potential of the application, together with issues for future development.
As new game controllers such as the Microsoft Kinect for Xbox are introduced into the market, new forms of game interaction are introduced such as gestures, voice and eye tracking, which raise some questions regarding the user experience. Is it possible that different input methods provide a more usable game setting and affect the player’s emotions and learning process? In this paper, a 2D game about the history of photography was designed and implemented to test these hypotheses. Two prototypes of this game were created, with the first requiring input only via mouse, while the second requiring input via voice and gestures (Kinect). Two different groups tested these two prototypes. The findings from previous pilot experiments indicated that using Kinect as an input method caused higher valence and dominance levels than the use of mouse and were further validated here. Additionally, the learning outcomes of players were not affected by the input method.
Input Modality Arousal Level Input Method Player Experience Gaming Experience
This paper presents an innovative approach based on social-network gaming, which will extract players’ cognitive styles for personalization purposes. Cognitive styles describe the way individuals think, perceive and remember information and can be exploited to personalize user interaction. Questionnaires are usually employed to identify cognitive styles, a tedious process for most users. Our approach relies on a Facebook game for discovering potential visitors’ cognitive styles with an ultimate goal of enhancing the overall visitors’ experience in the museum. By hosting such a game on the museum’s webpage and on Facebook, the museum aims to attract new visitors, as well as to support the user profiling process.
This paper investigates the effect that smart routing and recommendations can have on improving the Quality of Experience of museum visitors. The novelty of our approach consists of taking into account not only user interests but also their visiting styles, as well as modeling the museum not as a sterile space but as a location where crowds meet and interact, impacting each visitor’s Quality of Experience. The investigation is done by an empirical study on data gathered by a custom-made simulator tailored for the museum user routing problem. Results are promising and future potential and directions are discussed.
The Experimedia Blue project aims at enhancing the visiting experience before, during and after the actual museum visit. Using a novel methodology, museum visitors’ cognitive styles are extracted through a short quiz onsite or a Facebook game offsite. The system’s recommendation component provides personalised information to the user combing museum characteristics, visitor’s behaviour in the museum and elements of user’s personality. Being a work in progress, initial results have been encouraging and final experimentation phase is expected in spring 2013.
museum, cognitive style, social network games, user profiling
Viewing mobile learning as a valuable tool for life long learning, the paper wishes to explore different scenarios for the
use of visitors’ mobile phones within the museum environment. The museum is perceived as a life long learning
institution and there are suggestions for the design of mobile learning technology that adapts to the different learning
needs of a diverse public.
The proposed technology intends to use museum visitors’ mobile phones, in order to decrease the cost of technology for
museum use and also to avoid cognitive overload of visitors, by allowing them to use a device they own and know how to
use. The use of Bluetooth technology within the museum environment can provide an efficient and easy way to provide
visitors with personalised information on site. After distinguishing between four types of visitors, we propose brief
scenarios of use, in order to cover each type’s needs.